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Posts
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Quote:Neat. You can say others are doing something wrong, b/c you're somehow the authority on how the game is played, that everyone pays for.also, if youre playing an MMO and you choose to play solo most of the time... ur doin it wrong.
of course if you do anything in this game by yourself its going to take a while. luckily, it massive and its multiplayer.
If you choose to pidgeonhole yourself by CHOOSING to be a solo player thats your bad.
No one has an issue with something taking longer solo, regardless if it's massive and multiplayer or small and solo. If you choose to solo things, and expect them in a reasonable amount of time for the slower reward rate, that's ....normal. -
Quote:/em ClapMy issue isn't with the grind. I'm a grinder. Back in the day you simply were grinding for levels and accolades. Your reward, you had lots of different characters you could play with 20% more HP 10% more end, and Archmage/Geas came in handy.
Then came IO's. You could grind out TF's to get Pool C drops, play regular content for A/B, run trials for D? (Something like that, you get the picture) You played all of the content and were rewarded for it.
Then came purples, they were rare, you got them for playing at the level cap.
Then came merits, you got them for playing any and all content. Letting you buy or roll for IO's. Again, the grinding wasn't bad.
Then came Alignment Merits, you could get them from A. Doing everything you did to get merits, plus throwing some influence at them. Or running a set of tip missions.
Then came incarnate shards. You had to grind out level 50 TF's for them, then do 1 special TF that changes weekly to get a "notice" Perfect example of grinding that was fun. You had all of the level 50 content over the past 6 or 7 years to grind out getting what you wanted.
Then came issue 20. A whole new system of threads, Merits, Salvage all crammed into two trials. No other place in the game can you get them, no other content, no where. Just two instances that you have to run over and over and over and over and over and over and over again. For the Alpha slot you had dozens of TF's, Arcs, Trials, ETC to help you earn what you need. For the next FOUR slots you are crammed into running two trials over and over again. The worst part, given how much you are required to do to get these 4 slots unlocked, slotted, then leveled. The "Alt play" that made this game so much fun is essentially going down the drain.
Point of the rant? You had it right with i19 and i19.5 with the alpha slot. It took effort, it took time, but you had variety and the ability to play alts and get meaningful progress on them. With i20 I find myself asking "Which character do I really want to play these trials every day for for the next several months, just so I can finish his build." The best part being, the 7 years worth of content is pretty much ignored and I am left to only grind out two trials over and over again.
This is exactly how I feel. It's not that I don't like the new content...I enjoy how challenging they are, b/c in the end you'll really be able to see how much more effective your character can be once you get the slots unlocked and enhanced. I love that! I don't have any issues with something being initially challenging. Think Apex/Tin Mage the first few times around...that was a good balance to me.
What gets me is being locked into 2 trials to earn those rewards. I could get shards from any end-game content....Radio missions, MS Raids, 50 TF's, etc. Then there's this new currency required to learn again and utilize, that can only be *efficiently* earned by said trials, on a "league" event that requires a lot more setup/effort to get rolling than a normal team, or simply soloing a radio mission for shards. Not to mention being full of bugs that kick/quit/dc folks who've been waiting around for 10min to get the league setup.
I was on a BAF team yesterday on Freedom (formed in Pocket D) and whatever "bug" is out there forced all to quit three times in a row. Three times. Each time this happens players would rightfully move along to something else to have fun with, we'd pick up more, and then it would happen again. I left after the third round of forced disbanding. I know this will get fixed soon, but it was still horribad.
All of this considered, I have lots of toons. Given how much effort is required to get the slots unlocked and slotted, Ehh. We'll see. The alpha slot had it right, this stuff...not so much. -
Tubby - Thanks for the info on your experience with Claws/FA.
iMidget - I don't know if it was from the boredom of always taking Mu for the Fire Farmers on my alt account (spread on a few servers), but I just find soul a better fit for me with this combo. I had Mu a few days, but wanted to try something oddball with it, I did, and I'm pleased with it. With all the new i20 content the extra ST dmg for the 54 AV's (w/gloom) is also handy. -
Wanted to pop back in with a quick update....got the level shift this afternoon and I've been doing +4x8 w/bosses non-stop for the SG. I was netting around 1.8-1.9 before the shift on that diff and now I'm doing 2.5-2.6 each time. Just a tad slower than my bestest farmer, and quite a bit more fun. I'm pleased!
Edit: Curious to see times or inf/min on a claws/fire if anyone has any. My apologies if I overlooked that (if it was already posted). Thanks again to all that chimed in with info/stats for these comparisons! -
Quote:I just used up a vetspec and I have to say....I'm WAY happier with Soul! I wouldn't have thought it, but it just meshes better with the toon (for me) than Mu. Since the rest of Elec is so bursty, the DoT from Mu just didn't seem to work well it it for the +4 bosses. Mu, however, on my Fire/Fire Brute is wonderful...but the extra instant big up-front hit from Dark Oblit has made me really enjoy the toon a good bit more. I know there are some DoT ticks in Soul, and with Gloom...just taking note of my perceptions at least. Speaking of which, Elec being a bit Single Target weak, yay for Gloom...I've been working on an elec/fire/mu as well. I've come away more pleased than you I guess. By 47, with ~32% f/c & 110% rech it was doing my preferred farm mish (FIRE!) at something like 6:30 or less on 2/8/bosses. Not uber fast, but no lotg or level shift yet, and much faster than my fire/fire/pyre tank and probably close to how fast my ss/fire/mu was at that point.
*snip*
Another thing, as you hinted at earlier....Elec is just fun. I'm sure that's worth more than another .5m/min anyway in the long run.
I just deleted a Claws/Fire at 43ish....I think I'm done with Fiery Aura in the meantime. Always wanted to try War Mace with it though...argh.
Below is what I'm running now. Your build looks very solid as well.
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Elec_Fire_Soul: Level 50 Technology Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(40), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(46)
Level 1: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(3), Aegis-ResDam/Rchg(39), Aegis-EndRdx/Rchg(39), Aegis-ResDam/EndRdx/Rchg(39)
Level 2: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(36), Sciroc-Dmg/Rchg(37), Sciroc-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(37)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(36)
Level 6: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(7), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-Rchg(48), AdjTgt-ToHit/EndRdx(48)
Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dmg/Rchg(9), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(34), FrcFbk-Rechg%(34)
Level 10: Blazing Aura -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/EndRdx(11), M'Strk-Acc/Dmg/EndRdx(11), M'Strk-Acc/Dmg(27)
Level 12: Temperature Protection -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(13), Aegis-EndRdx/Rchg(13), Aegis-ResDam/EndRdx/Rchg(25), Aegis-ResDam(27), S'fstPrt-ResDam/Def+(50)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 16: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(17), Aegis-EndRdx/Rchg(17), Aegis-ResDam/EndRdx/Rchg(19), Aegis-ResDam(19)
Level 18: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 20: Consume -- Mocking-Taunt(A), Mocking-Taunt/Rchg(21), Mocking-Taunt/Rchg/Rng(21), Mocking-Acc/Rchg(23), Mocking-Taunt/Rng(23), Mocking-Rchg(25)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(40)
Level 24: Maneuvers -- LkGmblr-Rchg+(A)
Level 26: Assault -- EndRdx-I(A)
Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-%Dam(31)
Level 30: Vengeance -- LkGmblr-Rchg+(A)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Stealth -- LkGmblr-Rchg+(A)
Level 38: Rise of the Phoenix -- RechRdx-I(A)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(43)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dam%(45), Posi-Acc/Dmg/EndRdx(46), RechRdx-I(46)
Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 49: Fiery Embrace -- RechRdx-I(A), RechRdx-I(50)
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 50: Spiritual Partial Radial Revamp
------------
Level 1: Brawl -- Empty(A)
Level 1: Fury
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), Mrcl-Rcvry+(5)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-EndMod/Acc(43), P'Shift-End%(50)
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I have one on Champion....(Elec/Fire/Pyre) and it it has better burst dmg than my brute (Elec/Fire/Mu). If they would just add a taunt aura for scraps in Fiery Aura (BA) I would reroll on my main server in a heartbeat.
Best of luck with your choice....I built mine for S/L/E/N Def (around 23% to all) and packed in as much Rech as I could....sturdy toon on a team with any +Def buffs and really can handle most things, save for Psi, without issue. Plays more like a tough blaster.
Best of luck with your decision! -
Here's mine....relatively cheap (no purps) bought most of the more expensive stuff while the toon was leveling so it sat for a few days and got me a fair discount on the overall build cost. Not my favorite farming toon so far, but it's okay. Still working on the level shift.
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Welp....decided to check out all the Elec/Fire/* stuff myself and finally rolled one. He's at 50 and IO'd now, sitting on around 25% F/C Def and 85% Rech for as cheap as I could get it (no purps, LoTG mule-only powers, etc..). I built him the same way I did my Fire/Fire/Mu Brute, but he's noticeably slower so far. I don't know if that's b/c I haven't gotten the level shift yet, or what...but....eh, not impressed. Times below started right before engaging the mob and right after killing last foe.
My Fire/Fire/Mu on Frontload @+4x8 w/bosses = 3min 25sec avg and around 2.75m inf/min. This could go up or down depending upon the luck of insps dropping, but I can sit around there pretty comfortably.
My Elec/Fire/Mu on Frontload @+4x8 w/bosses = 4min 45sec to 5min 15 sec after multiple runs. This toon is built the same way (same rech, same Fire def, etc) as my other toon, but despite the awesomeness of the FF: +Rech Proc, just not liking it too much.
That's my findings/opinions so far...I'll tweak my tactics a bit here and there and see if they help, and I'm hoping level shift gives me more than I'm anticipating in the way of return on these runs. Tossing it out there for anyone that cares. -
Looks like a solid build that should exemplar down really well. I have the same combo, and I went with Cardiac and it's helped immensely in the end-game. What I've found is that claws quick animations and lowish rech is almost deceptive with how much endurance it can really use in a sustained fight (AV/EB/etc.) situation.
I would probably use Crushing Impact: A/D/R in Strike/Slash, and use the D/E/R in place of the D/E in Follow-Up. I would also probably snag the last Reactive Armor: End Redux IO's off of your Res toggles and put them in health for more passive +regen, but all that stuff is picking nits. (But still...that would take you from 205% to 245%)
I built similarly on my Claws/Inv...he's at 44.5% S&L Def with a single foe, and 33% E/N. I could probably even that out a bit, but he's been pretty tough so far. The Tier3 Cardiac also puts my Res right below cap (74.8%) for S/L ...which is lovely. -
It's truly said how direct comparisons and responses to your statements can be disregarded when shown from another perspective, too.
Clicking two doors, running 80ft and then starting a timer to get a gauge for speed doesn't require you to shift how you farm all the time. You're acting like someone is forcing you to use this for the rest of your CoX life....when rather, it's just putting up some information for others to compare with in a similar context.
Fair enough on travel time vs the radius of an attack, I see that wasn't the point you were trying to make. However, AE mish with ambushes = saturated radius/targets anyway. Moot point again....since target cap is target cap, and the ambushes arrive in seconds.
In the end, here's a quick tip for you: I didn't say don't answer requests, I commented on what you said and offered up another perspective. ...Quoting someone doesn't distort their words, it gives a basis for contrast and reference.
One last freebie since we're tossing those out (thanks for reaffirming your position on your high horse with the tone of your response) Trying to manipulate our conversation with negative connotations constantly is what makes this pointless. Ease up on the ego a bit, it'll help communications.
To each their own Nihilli, I'll let the folks that are contributing to the thread in a positive manner get back to the topic and quit wasting thread space bickering with you. Thanks for the lively discussion, though. -
Nihilii says:
"How many different maps and different builds must we record on exactly to "show the same effort"? More importantly, *why* should we do that? What's in it for us? I obviously can't speak for everyone, but I think it's safe to say many here have great knowledge of the game and a good understanding of the different builds, and won't learn much if anything from this topic ; and if I wanted to teach people and be rewarded with ungratefulness, arrogance and childish insults, I'd be a highschool teacher - I'd even get a paycheck for it."
--If you don't want to participate in the thread, move along? If you have things to say, say it. Simple? It's the random snide remarks that don't benefit the discussion which derail the conversation, and iMidget isn't an exception to that...but he's trying to make it right, it would seem. On top of that, you obviously feel superior to most folks involved in this discussion at least, despite your veiled efforts to toss out a passing compliment to the masses, if you're convinced you're "teaching" "ungrateful, arrogant children" ....--
"Take a SS/Fire and Claws/Fire. Run them both through an ambush map. Now run them both through an oldschool map (i.e. demon farm, BM map). You're going to see wide differences, because the Claws/Fire benefit a lot more than the SS/Fire from mobs being close together, due to lower radius on its attacks."
--I get that, and that's a valid point. However, considering every mission mentioned or posted so far in this thread with times/benches are AE ambush missions, I'm going to go ahead and toss that in the "irrelevant pile" again. Nitpicking having to click two doors to go into a map and start the timer vs hitting the ground running right in the mob? Silly sauce. When the ambushes triggers are hit, you're target-saturated in seconds... --
If you're talking about the very best farmer, the only metric that matters is how fast can you go - or how much influence per kills per time you make. Asking for specific rules, be it a map choice or something else, is silly at best. The only thing that matters is the end result.
--So how can you compare builds with any frame of reference if there isn't a standardized mechanic to measure results? You just said times can vary greatly running from mob to mob in the older drop farms so the influ/min metric would get way out of wack. Hmm..I know...use a standard map where everyone is bunched in tight, one that everyone can access in that room with the big green portal...and have everyone use the same map. Eliminate mission availability, mob travel time and radius woes.-- -
Quote:That's a nice time, no denying that. While coming off a bit arrogantSo my Elec/fire/Soul brute is getting 2.7million influ/minute pretty easy on a non-fully speced Farming build. has SJ and not even 5 LoTG's in him and soul cause I prefer the solo range dmg attack, not taking /mu. So i've seen your SS/fire/Mu's saying your doing 2.6-3.0million influ per minute with no pics of anything for proof. I'll post a pic of my current elec/fire/soul brute hitting over 3million influ per minute *Up-to-date picture* in a few days when i'm in-game. So does this mean Elec/fire brutes are the best farmers in the game?
, it *is* nice to get actual data, and to see challenges to the folks that keep forum PVPing with you and don't bother to show the same effort by doing the same with their toons. Regardless of whether or not a map is the most "efficient" is irrelevant for doing comparisons. A standardized map at +999/"Hall of Fame" is something most know and can be an effective benchmark utility.
I runs a Spines/Fire scrapper on +4x8 w/Bosses (Fire Invasion / @Jestrix) and can knock it out in 5 min pretty consistantly. This is a normal mission/TF toon (no Veng) but he still farms very well on select maps. I use line of sight to help with bunching/scatter on this map and hit the ground running loaded with reds to get it going.
Anyway, thanks for the lively discussion/benches! -
Quote:There's more to the command syntax than posted....you have to put the full path of the file in...IE:I think I'm going to do this, because I still need a lot of the Io's myself lol.
Also sorry can you clarify what you meant by nobody wants to buy kinetic combats?
EDIT: Also /bindloadfile is apparently broken at the moment. Ugh.
/bindloadfile "C:\Program Files (x86)\City of Heroes\binds\damage.txt"
(I have mine in a bind folder). -
Would you mind posting up your build? I thought about dropping a few others things a tad to get my E/N def up a bit more, but not sure the best way to go about it (ITF Nictus/Shades can hurt my feelings if I'm not careful). I could at least get some slotting ideas for the Fiery Aura Res stuff that way.
I have a little over 1b sitting on the toon now, and another billion I could put in him if needed. I wouldn't want to put much more than 2b in the toon though...He already has all the LoTG and 3 sets of Kinetic Combat in the SG base table, as well as the uniques.
Blue - I hear what you're saying..but at a certain point what are you getting the money for? May as well put some of that investment back into the toon. -
Hey all!
I had this guy shelved for a while, but wanted to try a proper IO build to do some general Council radio farming and AE Fire Farm ticket runs. This is what I tossed together....Any ideas/feedback? I thought about rerolling a brute...but it seemed silly when this guy is already at 50 with several accolades.
How does fire do with the rest of the "end-game" content? I know it has the rather huge Psi hole.
Thanks much!
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I have a few blasters/defenders I already play with pretty regularly (got my first 400 rep about a week ago! Yay!) I did a very cheap Fire/MM build (under 300m total) and have a blast playing Zone. That being the case, I just wanted to try the other side of it, with a tougher melee toon. I already have the guy at 50 and have a great PvE build, accolades, etc... just wanted to use one of the other build options to have fun in RV/SC.
All that being said, I'd like to do it again on the same budget. I don't plan on jumping around (web nade to ground) and I'll be CJ the entire time to keep the stealth until I attack. I'm going with Cardiac (+Range/+Res/-Endu Tier3) so that'll fill the gaps in endurance usage and capping all my Resists. Power Surge is there for the extra status protection and recovery, when needed. I want to max out the taunt duration on confront, so that's why it' slotted like so...and a tasty cheap 7.5% Rech bonus seemed like a deal. Again, budget. I'm not looking to add expensive procs and 150m LoTG here and there in the build, but I certainly see the value in that and thank you for the recommendation. If the toon merits the extra investment, I may look into that.
I have a Regen toon that I've played around in RV with and I'm really suprised with how easy it is to play....it's almost silly. I'd like something a bit more challenging to cut my teeth on melee, and the solid res across the board + tele protection has me thinking it could be fun.
Guess I'll just try it and see. -
I agree with what Fiery, Macskull, LuxunS, Posma, Philly Girl, and Mr. Liberty....Like that DR helps balance AT's, Heal Decay in it's current form is a bit much and perhaps a tad to harsh, I like the base resists you get, etc. Travel Suppression is fantastic too...it would be horribly unbalanced if folks could peg you without any movement penalty non stop.
It would be nice (and I know they're meant to be ultra-rare) if the PvP drop rate was adjusted somewhat....just tossing it out there.
Thanks for asking! -
Ultra - Wow on some of that slotting. You achieved nice rech in that build, but it seems kinda gimp for the sake of what you accomplished.
I'd probably at least slot *some* acc in FootStomp, and keep my attacks slotted for DMG, instead of chasing set bonuses. To each their own though! -
I have a KM/Regen at 46 I made specifically for PvP....If it was for just PvE content, I would go WP all the way. The animation times on some of the attacks make it rough getting your clicks off for the Regen heals if you're not careful, but it's not that bad if you're played Regen before. One of my favorite toons is a Spines/Regen scrap, and regen can really shine if played correctly and built solidly....just my $02....
Regen will require a larger investment too (since it's so +rech based) to really shine. It really depends on how much of a challenge you want with the toon, and what you'd like out of it. -
Hey all...wanted to try out a Melee based build, on the cheap, to get my feet wet. Mostly just Zone stuff in Sirens or RV.
Any thoughts/comments are appreciated. Thanks for your time!
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Fire.Elec.Test: Level 50 Technology Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Scorch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(25), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(27), T'Death-Dam%(29)
Level 1: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(23), TtmC'tng-ResDam(23)
Level 2: Cremate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(21), T'Death-Dam%(21)
Level 4: Conductive Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(5), TtmC'tng-ResDam(5)
Level 6: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(7), AdjTgt-ToHit/EndRdx/Rchg(7), AdjTgt-Rchg(17), AdjTgt-ToHit/EndRdx(19)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Static Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(11), TtmC'tng-ResDam(11)
Level 12: Confront -- Mocking-Taunt(A), Mocking-Taunt/Rchg(13), Mocking-Taunt/Rchg/Rng(13), Mocking-Acc/Rchg(15), Mocking-Taunt/Rng(15), Mocking-Rchg(17)
Level 14: Super Speed -- QckFt-RunSpd(A), QckFt-EndRdx(29), QckFt-EndRdx/RunSpd(31), Winter-ResSlow(50)
Level 16: Grounded -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/EndRdx(31)
Level 18: Combat Jumping -- Krma-ResKB(A), Ksmt-ToHit+(43)
Level 20: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(31), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37)
Level 22: Kick -- Empty(A)
Level 24: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(39), TtmC'tng-ResDam(40)
Level 26: Super Jump -- ULeap-Stlth(A), ULeap-EndRdx(40), ULeap-Jump(40)
Level 28: Lightning Reflexes -- Run-I(A), Run-I(50)
Level 30: Acrobatics -- EndRdx-I(A)
Level 32: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), T'Death-Dam%(34)
Level 35: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(36), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(37)
Level 38: Power Surge -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Web Grenade -- TotHntr-Acc/Rchg(A), TotHntr-Acc/EndRdx(42), TotHntr-Immob/Acc(42), TotHntr-Acc/Immob/Rchg(42), Range-I(43), Range-I(43)
Level 44: Targeting Drone -- Rec'dRet-Pcptn(A), AdjTgt-ToHit(45), AdjTgt-ToHit/Rchg(45), AdjTgt-ToHit/EndRdx/Rchg(45), AdjTgt-EndRdx/Rchg(46), AdjTgt-ToHit/EndRdx(46)
Level 47: Caltrops -- RechRdx-I(A)
Level 49: Assault -- EndRdx-I(A)
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 50: Cardiac Total Core Revamp
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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), Run-I(50)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A), Jump-I(48)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(48), P'Shift-End%(48)
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/Signed.
If I could pick just 2 things...
1) A +Dmg buff to Targeting Drone would help from the lack of an Aim/Build-up type power. (Same as the blaster tier "Assault" ....10% would be fine). It would also be nice if the power gave an inherent +Range buff....not as much as Boost Range...but something else to contribute to it's targeting-enhancing-ment-isms. Maybe 10-15% more Range?
2) Reduce the interrupt times on all of the interruptable powers, please. Trip Mine is the only one I bother with now, and it's a 50/50 chance of actually getting it off while in combat.
Timebomb/GunDrone are useless to use while fighting b/c of the interrupts....and TimeBomb requires a tarot card reading before each mob to actually contribute anything worthwhile. GunDrone is all like "hai Reichsman I want to shoot you in your nostrils from 6" away ...." -
Off topic...but I have a DP/Devices toon that I *love*.....It's not as powerful as my Arch/EM or Fire/MM ......but wow it's fun stealthing in the middle of a mob, dropping trip-mine (and getting that 30% dmg boost from defiance too) then hitting Hail of Bullets. HoB gives you a nice defense boost, with that chance for knockdown.....and it immediately starts animating so it hits the foes as they go slinging back from trip mine's explosion.
Out of what you mentioned, I would go with Fire over Archery....and I love me some RoA but the animation is too long to use the "toe-bomb" technique you'd like to employ. Just like DP, Fire is ready to let the AoE rip as soon as the kaboom. -
This is my planned Spines/Dark ....intended to be paired with the Tier 2 Cardiac when I finish. I shot for 33% on the big four. Focused Accuracy is only to be used when absolutely needed (and I'll use CP with it). This way one luck should make me golden for most situations. I also found lots of HP to be more than handy on my Spines/Fire and Spines/Elec.....so I tried to optimize that also (1850hp).
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Spines.Dark: Level 50 Technology Scrapper
Primary Power Set: Spines
Secondary Power Set: Dark Armor
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Body Mastery
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Set Bonus Totals:- 19.88% Defense(Smashing)
- 19.88% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 19.25% Defense(Energy)
- 19.25% Defense(Negative)
- 3% Defense(Psionic)
- 11.44% Defense(Melee)
- 11.13% Defense(Ranged)
- 3% Defense(AoE)
- 7.2% Max End
- 36.25% Enhancement(RechargeTime)
- 18% Enhancement(Accuracy)
- 14% FlySpeed
- 306.21 HP (22.87%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 8.25%
- 20% Perception
- 6.5% (0.109 End/sec) Recovery
- 20% (1.118 HP/sec) Regeneration
- 1.575% Resistance(Fire)
- 1.575% Resistance(Cold)
- 14% RunSpeed
- 2% XPDebtProtection
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Quote:Im on a mac so I cant access MIDS. Influence isn't an issue, and I was wondering if anyone could share with me the PERFECT Fire/Fire Scrapper build!
Quote:WELL thats not at all what i wanted. I dont have any access to MIDS at all so i was just wondering if anyone could share any tips. I didnt ask anyone to go and make a build for me hahahaha. But as for everyone else thank you so much, all of this is really helpful.