Umbral

Renowned
  • Posts

    3388
  • Joined

  1. Quote:
    Originally Posted by Fleeting Whisper View Post
    Actually, farming would generally reduce prices (with increased supply), not increase them.
    PvP farming would. PvE farming actually increases farming by increasing the supply of influence on the market and demand for those IOs more than it increases the supply of valuable IOs.
  2. Quote:
    Originally Posted by Talionis View Post
    Scrapper Moment of Glory
    Because MoG doesn't really last long enough to be considered a "God Mode", Regen's god mode is more often considered to be Instant Healing thanks to the similar increase in survivability over an extended period of time on a long recharge.
  3. Quote:
    Originally Posted by Adeon Hawkwood View Post
    What I'd actually like is to combine this with another popular idea. You can purchase "backpacks" that give you additional storage but that storage is account-wide rather than tied to an individual. As in you pay X inf and get 10 vault salvage slots which all of your characters on a particular side/server can access. One issue I can see with this is what happens if you decide to transfer all of your characters to another server? The obvious solution is that when you buy cross-character storage slots it opens them up on all servers.
    If that happened, you could probably expect the price to be astronomically high. The devs have already shown themselves to be pretty reluctant to give out additional storage spots for characters (just look at the VG salvage buy up cost) so I'd expect storage spots purchased in game to remain on a per-character basis.

    It might be an interesting idea for a booster pack for the tangible reward (i.e. "power") to be 5-10 salvage slots and a couple WW slots available to every character on the account though. Account wide slots for in-game inf, though, are probably pretty unlikely.
  4. Quote:
    Originally Posted by Perfect_Pain View Post
    *wants to keep all the money in my pocket for all of time*
    *wants to sell you shiny stuff*
    *wants to keep all your money in my pocket for all of time*
    Apparently P_P is an inf sink! (rampant female significant other jokes go!)

    On a more serious note, the only serious problem I've got with the inf sinks listed is the Casino.

    The problem with making purchasable temps an inf sink is part of what you specifically said: they're not very powerful. If they're not powerful and useful, they're not going to drain much money from the system unless they cost an inordinate amount of inf, which is going to stop even more people from wanting to buy them. They're kinda cool but there isn't much impetus beyond the cool factor to encourage spending and the cool factor doesn't extend very far.

    Purchasable summon powers are a decent enough idea because we honestly have them already. The prices for the higher tier entities might need to be increased a bit because an AV is going to do a lot more than a Vanguard HVAS and 10 mill is a bit easier to get than 250 VG merits.

    The costume pieces are an interesting idea, especially since they'd also include some potential content. Of course, if this were done, you could probably expect a certain degree of "DOOM" from costumers as soon as they find out they need to spend inf and do some content in order to get that costume piece. It might work best to make the costume pieces tied to account wide badges and make the purchasing of those badges be high (10 million for 5-10 new costume pieces).

    Non-combat pets already exist as a vet reward so I don't think it would be that difficult for the devs to scale down the size of some enemies in the game (Hydra Spawn, Hydra Tentacle, Rikti Drone, Assault Bots, etc) and release them as the models for some purchasable temp powers. Of course, this might also work as a tie in to the costume piece account wide unlock idea if the devs went that path.

    And now to the Castino... The problem with the Casino is that it requires a decent bit of development work to create an inf sink of moderate success. If anything it might provide a minor diversion, but it's not going to eat much influence. If the devs really wanted to make it an inf sink, the rewards could be another currency that allows you to purchase stuff (potentially unique rewards) from Casino itself. Of course, heroes would probably expect something of a kind, though I'm not entirely sure that gambling is legal in Rhode Island.

    Even so, adding in casino style mini-games isn't nearly as easy as simply dropping in a vendor or some more badges. It's going to involve a decent bit of programming unless I'm wrong. The advantage of all of those other ideas is that they're reasonably easy to put in game while having a large potential effect upon the economy. The Casino isn't really either of those.
  5. Umbral

    El / Regen

    Quote:
    Originally Posted by StratoNexus View Post
    FYI (although you may know this)
    I did not know that. Good to know...

    On to the critique.

    It doesn't look too bad, but there is some slotting I find questionable. 5 piece Perf Shifter in QR doesn't really do you much good compared to the "basic" 3 slot method (Perf Shift proc, Perf Shift End Mod, level 50 common End Mod). 5 piece Doctored Wounds in Integration isn't really contributing much either. You could probably switch that to IH so that you're actually benefiting from both the recharge and heal enhancement values (integration doesn't really need end redux). You're not using the heal unique efficiently with that placement. I'd probably put the +recov uniques in Phys Per for additional end/sec (which would allow you to go without Stamina with reasonable ease) and put the +regen unique in Integration where it will receive full enhancement value. Once again, +hp set bonuses don't do you much good, so it's rather pointless to spend inf and slots where those are the only real benefit. You probably want to switch the slotting on FA and BU since BU only really cares about rech redux and FA actually cares about end redux and tohit buffs, though I'd instead give BU Adj Rech and Adj Tohit/Rech.

    Personally, I don't find much use for the Fitness pool in an IO'd */regen of any kind, so I'd suggest you do away with that and get some other choices in there. One option would be to grab Maneuvers, Conserve Power, and Super Jump, and possibly switch FA out for Tactics (which is both cheaper, more powerful, and a team buff).

    Also, remember this: Havoc Punch bad, Charged Brawl good. Havoc Punch deals the damage of Smite while taking an additional .528 seconds to do so, which means you don't want to take it. Charged Brawl is pretty much a carbon copy of Shadow Punch. Charged Brawl has better DPA (54.7 compared to 52.9), and it fits into attack strings better (you can't seamlessly use a 6 sec rech power both before and after CI ever).

    Here's a non-PvP IOs build I put together. It manages substantially better defenses than yours (28.8/20.7/22.2 compared to 24.8/13.5/12.9), ever so slightly less global +rech (2.5% less), less redundant endurance recovery, and better tohit chance. It runs a better attack string (CB>CI>CB>JL) and the difference in the recharge of the long recharge click powers is negligible. (Random point: if you can't get the Winter's Gift slow resist IO, that's also the same spot you'd put the Kismet unique.)

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(42), T'Death-Dmg/Rchg(46), T'Death-Acc/Dmg/EndRdx(46), T'Death-Dmg/EndRdx/Rchg(48), T'Death-Dam%(50)
    Level 1: Fast Healing -- Heal-I(A)
    Level 2: Jacobs Ladder -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
    Level 4: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(9), Dct'dW-Rchg(42)
    Level 6: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(7), EndMod-I(7)
    Level 8: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(9)
    Level 10: Thunder Strike -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(11), Armgdn-Acc/Rchg(11), Armgdn-Dmg/EndRdx(40), Armgdn-Dam%(42)
    Level 12: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15), Dct'dW-Rchg(15)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50), Winter-ResSlow(50)
    Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(17), Heal-I(17), RgnTis-Regen+(40)
    Level 18: Chain Induction -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(19), Hectmb-Acc/Rchg(19), Hectmb-Dmg/EndRdx(23), Hectmb-Dam%(23)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/Rchg(25)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), GftotA-Run+(27), GftotA-Def/EndRdx(40)
    Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(34), Dct'dW-Rchg(37)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), GftotA-Run+(31), GftotA-Def/EndRdx(31)
    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), Oblit-%Dam(34)
    Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(39), RechRdx-I(39), RechRdx-I(39)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45), EndMod-I(45), Numna-Regen/Rcvry+(45), Mrcl-Rcvry+(46)
    Level 47: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48)
    Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  6. Quote:
    Originally Posted by Sharker_Quint View Post
    then what? purples next? i do agree that there is a severe lack of supply of PvP io's but the only way for them to fix it would be to up the drop rate back to what it was when they first came out in i13. plain and simple.
    My personal preference would be for the PvP IOs to stop dropping off of killed targets whatsoever and instead having a PvP currency generated that allows you to buy random or specific drops in the same way as merit rewards allow you to get rare and uncommon recipes. That way the random chance isn't a function of pure chance but rather choice and interest with the added benefit of small amounts of casual PvP actually having a tangible benefit with a slower rate of gain than those who PvP hardcore.

    On the topic of the OP's suggestion, a proper inf sink doesn't provide such easily transferable tangible benefits as PvP IOs. All this would do would be to make farming even more beneficial because people will see it as the only way to get PvP IOs. Any mechanism that attempts to remove influence from the economy by adding IOs isn't going to work out because you're just creating a direct in game cost for those IOs. People wouldn't go to the market because they would just need to farm 1 billion inf in order to get whatever PvP IO they needed and most PvP IOs wouldn't go below 1 billion inf in cost.

    Inf sinks should be tangible non-combat benefits that improve quality of life without increasing the ability to perform in combat. Any system that allows you to simply spend inf rather than effort in order to directly purchase IOs or rolls is a bad idea.
  7. Umbral

    El / Regen

    Edit to correct for the preview eating the link (or simply post the data chunk), and it'll be easier to look at.
  8. Umbral

    MA/Regen

    Quote:
    Originally Posted by vinque View Post
    OK, I've made a "melee" build (below). I had to sacrifice one set of ToD to get the recharge I need in SK. I did a side by side comparison and basically I'm giving up about 10% S/L def to get about 5% melee def, 8% dmg buff, and two dmg procs (granted two of the "weaker" procs at only 15%). Thoughts?
    First off, stop underslotting MoG. It needs redzone recharge enhancement. If you're not going that, you're selling its contribution short.

    Second, you don't need that much recovery. 2 Perf Shifter procs is giving you 4.98 end/sec recovery. Add in the passive accolades, and you'd push that to 5.44 end/sec. Conserve Power is overkill. Assuming the Storm>CK>Storm>CAK attack string (which you're just short of reaching in Storm Kick because you need it recharging in 1.848 secs not 1.88 secs), you're only using 4.73 end/sec.

    Third, if you get the passive accolades, +hp is useless for you. DP + passive accolades puts you within a single +hp set bonus of the scrapper cap and DP is going to have a good enough uptime ratio that planning to have sets for the times it is down is poor use of resources.

    Fourth, where defense is concerned, remember that only the highest value counts. You could have 40% +def(melee), and it wouldn't matter that you had 10% +def(s/l). The other part is that you're selling short the ease of slotting for AoE and ranged defense with BotZ sets, which will short up your defenses a great deal.

    Here's a build I put together for you. It's just 5% +rech short on the Storm>CK>Storm>CAK attack string (i.e. Hecatomb 5 piece in Storm will fix that right up). If you were willing to sacrifice a decent bit of AoE (6.26%) and ranged defense (3.13%) by pulling the BotZ set out of CJ and one of the slots out of SJ or SS, you could put a 5 piece Stupefy in Boxing for that last bit of needed recharge. Either way, it's going to use 3.67 end/sec for that attack string with 1.32 end/sec passive consumption. That amounts to 4.99 end/sec consumption with 4.56 end/sec passive recovery, with Conserve Power (46% uptime) and MoG (25 end net benefit for every use) there to provide you with all of the endurance you need for infinite sustainability. It's also got 28.6% +def(melee) with 26.7% +def(ranged) and 28.3% +def(AoE) which is more in any of those categories than either of your builds managed to achieve with pure s/l defense.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Storm Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5), RechRdx-I(7)
    Level 1: Fast Healing -- Heal-I(A)
    Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
    Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(13)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(43), Zephyr-Travel(46), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(48), Winter-ResSlow(50)
    Level 8: Crane Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(17)
    Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(21), Dct'dW-Rchg(21)
    Level 12: Focus Chi -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(23)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(25)
    Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(25), RgnTis-Regen+(27), Heal-I(27)
    Level 18: Crippling Axe Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(29), T'Death-Dmg/Rchg(29), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(31)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(34)
    Level 26: Dragon's Tail -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
    Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(39)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), GftotA-Def(50)
    Level 32: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), GftotA-Def(50)
    Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(42), GSFC-Build%(42)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(42), RechRdx-I(43), RechRdx-I(43)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45), EndMod-I(45), Mrcl-Rcvry+(45), Numna-Regen/Rcvry+(46)
    Level 47: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48)
    Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  9. Quote:
    Originally Posted by _Mojo_ View Post
    unless they math'd something wrong
    I just checked my numbers. I math'd it wrong.

    200 * (1 + .95 + 1 + .8125) = 752.5; 752.5 * 1.0975 = 825.9

    I think I forgot to include the base damage in the calculation. Apologies to eryq2.
  10. Quote:
    Originally Posted by Gaidin View Post
    Done. Any input on the highest DPS ST chain and the required recharge? If I have numbers to shoot for, I can work up a build in Mids.

    Thanks to all for the input, info, and suggesstions.
    While they might not apply to Corrupters because I was factoring in Defiance, you might want to check out this link, wherein I generated optimal attack strings for all of the blaster primaries as they existed at the time. I should give you a decent jumping off point. The IO strings are all assuming 250% +rech, which you could probably bust that relatively easily with AM added in.

    Sonic attack might actually be better when you consider that Corr's have higher -res mods and a lower base damage mod, but I've done a bit too much attack string math over the last week to do the numbers right now. Of course, because you're */Rad, you're already going to have a decent bit of -res to work with, so the comparative benefits are a good deal less than they would be operating otherwise.
  11. Quote:
    Originally Posted by Laser123454321 View Post
    Is there any real reason to take revive versus having an Awake+BreakFree+Respite+CatchABreath in my inspiration pool at all times.
    Revive is essentially a wakie on a 5 minute timer. Personally, I don't ever plan of dying that often, much less often enough that I wouldn't have 3 of the same insps on me just from drops. Hell, it's not even an effective combat rez because you don't have the untouchable benefit.
  12. Umbral

    New Set: DP

    Quote:
    Originally Posted by Microcosm View Post
    Swap Ammo changes the way it plays dramatically, so no.
    Except that changing your ammunition types doesn't actually dramatically change how the set plays. It alters the secondary effects and that's pretty much it. It alters DPA for some powers in ways that might skew their use in an optimized attack string, but the attacks function pretty much the same regardless of what ammo you're using. The tier 1 is still a tier 1, the tier 2 is still a tier 2, etc. Nothing particularly gamechanging: just the ability to cycle between knockdown w/ full lethal, -dam with 30% toxic, -rech/-spd with 30% cold, and rolling fire DoTs with 30% fire.
  13. Umbral

    boo

    ohmuhguh ROSE!
  14. Umbral

    BS/Regen or /WP

    Quote:
    Originally Posted by Werner View Post
    Hell, I love the way Regen DIES. It happens so fast, and yet it was still my fault, not my secondary letting me down. If only I'd anticipated better, been a little faster. I almost never die as a result of being out of clicks. I die because I'm not fast enough - at deciding which power is the correct one right now, at clicking that power when the decision is made. I die because I didn't anticipate well enough. I should know what damage I'm taking before it even happens. I should be ready. It's obvious just how much potential is still there, sitting on the table, if only I were good enough to pick it up.
    This is why everyone should play at least one */Regen character and why Castle needs to make more sets designed to follow the */Regen clicky model of survivability.
  15. Quote:
    Originally Posted by Shadowraithe View Post
    How much recharge are we talking about? Over 40%?
    For PvE, you're going to want to aim for at least 60% +rech without factoring in Hasten (you need 55% for perma-DP) and at least 20% +def. More of either factor is always better.

    Something to remember is that PvE and PvP builds generally require drastically different slotting as well as drastically different power choices. Some powers can be incredibly useful in PvE while being utterly useless in PvP (and vice versa). Confront is a great example of this: I don't think I've ever seen a melee PvP build without it (or Taunt) since the -range change was made but you'd be hard pressed to find an experienced PvEer that takes Confront on a PvE Scrapper.
  16. Quote:
    Originally Posted by DarkInvado View Post
    Well that last post was heavy on criticism and short on constructive. Well thanks for tearing it apart Umbral. Maybe you could work on being constructive/positive. If I were to guess I would think I had offended you.
    Come down to the Scrapper forums and you'll find that, while I'm rarely if ever nice, I'm almost exclusively constructive and helpful. Honestly, your build did offend me to a certain degree because I see so many people that automatically assume that just because of */Regen's name, passive regeneration is the way to go while virtually shelving the click powers that actually provide a vast majority of the set's survivability.

    Funnily enough, that was actually one of my kinder posts, especially considering how poorly thought out that build was. I'll still say that it was highly constructive, especially since I specifically told you your errors and what you should have done instead. Constructive criticism has nothing to do with being nice. It has everything to do with trying to tell you what you did wrong and what you need to do to fix those errors, both of which I did. You may need to get a tougher hide, especially if you're going to put forth builds on a public forum with the moniker "impossible to kill".
  17. Quote:
    Originally Posted by DarkInvado View Post
    After a bit of thinking I made up a DM/Regen Scrapper. I slotted him to get as much melee defense as possible and made versions with and with out the PvP +3% def proc. Since I have never played or even tried making a regen and only one DM my build might be way off so feel free to nitpick even down to just one slot. I feel like this guy would be pretty damn hard to kill with DM's -to hit and Siphon Life and the massive regen and heals offered my Regen.
    As a major DM/Regen optimizer, I can say that that build immediately fails for one big reason: no MoG. MoG is going to be a huge contributor to your survivability along with all of your other click powers which you slotted rather poorly. +Regen is definitely not going to be worth it within the confines of a well optimized regen build because you're not getting all that much comparative benefit when you've already got as much damage recovery as */Regen packs in, not to mention that +hp is pretty much pointless considering you can get DP permanent and that'll pretty much cap your hp along with the +hp accolades. What makes it worse is that you turned one of your best attacks (Midnight Grasp) into a set mule and pretty much discounted more than half of what your secondary actually brings to the table: those 4 click powers. +Rech is just as important, if not more important, than +rech when it comes to top end */Regen builds, and you definitely failed to get appreciable levels of that.

    Now, from the perspective of "impossible to kill", DM/Regen is not going to be the best simply because softcapping does so much and -tohit isn't reliable enough to cover the last 10% that is generally needed. If anything, the hardiest Scrapper you're going to be able to make is going to be a Kat/WP (with BS/WP a close second). Kat/* provides softcapped melee defense, which allows you to focus on getting AoE and ranged defense and maximizing */WP's substantial damage recovery.
  18. Quote:
    Originally Posted by shadowfaux View Post
    Thanks for the SO build Umbral, very much appreciated. Is there a possibility you could also give the IO build I should aim for as well? I always like to get a head start to know what I should be saving in terms of inf and recipe drops.
    Lol. Do you want the expensive one or the really expensive one? Here's the build I've got that amounts to the upgraded version of the SO build I gave you. The top tier one I've got is going to cost a whole lot more.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Fitness
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Shadow Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
    Level 1: Fast Healing -- Heal-I(A)
    Level 2: Smite -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(11)
    Level 4: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15), Dct'dW-Rchg(15)
    Level 6: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(17), EndMod-I(17)
    Level 8: Siphon Life -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(21), T'Death-Dam%(23)
    Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(25), Dct'dW-Rchg(27)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(50)
    Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(27), Heal-I(29)
    Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(33)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/Rchg(34), S'fstPrt-ResDam/Def+(48)
    Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(37)
    Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(39), Dct'dW-Rchg(39)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(40)
    Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(42)
    Level 35: Hurdle -- Jump-I(A)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(43), RechRdx-I(43), RechRdx-I(43)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(46)
    Level 47: Health -- Heal-I(A)
    Level 49: Stamina -- P'Shift-End%(A), P'Shift-EndMod(50), EndMod-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  19. Quote:
    Originally Posted by ClawsandEffect View Post
    Edit: actually I just noticed something. That build doesn't have Weave. I would definitely take it at some point. I'd probably skip Stamina altogether and put Weave at 47.
    In an SO build, Weave is completely worthless, honestly. You need substantive quantities of defense in order to make defense worthwhile, and DM/Regen just doesn't get any until you start delving into IOs.

    And, yes, my main is DM/Regen. It's my personal favorite toon as well. Easily my favorite build too.
  20. Quote:
    Originally Posted by Laser123454321 View Post
    Quick question:

    - What is the best way to handle a endurance problem while leveling? I have this guy at 41 now and with Quick Recovery as my only +endrec ability when I have more than one of the defense toggles on my guy just bleeds end. So is it best for me just to keep a ton of blue insp. or should i try to alter my playing style so that i use my attacks less quickly?
    Turn off Focused Accuracy until you get Physical Perfection and Stamina fully slotted. Something else to keep in mind, if you're in a mission where you aren't going to have any use for MoG, go ahead and use it when your blue bar is hurting. With just baseline max endurance, it provides you with 25 endurance. With more max endurance, such as from the Atlas Medallion and Freedom Phalanx Reserve accolades or the Endurance Increase temp power from Talos Island safeguard mission, you'll receive more endurance.

    Something else to consider would simply be getting the accolades I mentioned. Neither of them is particularly difficult to get and I often get the both of them by the time my characters are in their mid 30s. They'll increase your functional recovery by increasing the quantity that each individual endurance recovery tick lands for, so having both is like have a permanent 1.1 multiplier attached to all of your recovery powers.
  21. The problem with showing an IO build that you want is that it's probably not going to be something you aim for as you level up. Many IO sets are simply out of range until a good deal later on and have poor enhancement values unless you're slotting high level versions of them.

    Something you may want to consider instead is an SO or frankenslot leveling build and an IO build that you can respec into at 50. This strategy should work much better for you.

    Here's an SO leveling build with the slots taken at the levels I would recommend. You may want to consider frankenslotting as you can afford it or start using common IOs instead of SO once you hit 27 (as I do), but this SO build should work well for you.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Fitness
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Smite -- Acc(A), Dmg(3), Dmg(13), Dmg(21), RechRdx(23), RechRdx(31)
    Level 1: Fast Healing -- Heal(A), Heal(40), Heal(40)
    Level 2: Shadow Punch -- Acc(A), Dmg(3), Dmg(13), Dmg(21), RechRdx(23), RechRdx(33)
    Level 4: Quick Recovery -- EndMod(A), EndMod(5), EndMod(5)
    Level 6: Reconstruction -- Heal(A), Heal(7), Heal(7), RechRdx(15), RechRdx(15), RechRdx(33)
    Level 8: Siphon Life -- Acc(A), Dmg(9), Dmg(9), Dmg(27), RechRdx(27), RechRdx(33)
    Level 10: Dull Pain -- RechRdx(A), RechRdx(11), RechRdx(11), Heal(19), Heal(19), Heal(36)
    Level 12: Combat Jumping -- DefBuff(A)
    Level 14: Super Jump -- Jump(A)
    Level 16: Integration -- Heal(A), Heal(17), Heal(17)
    Level 18: Dark Consumption -- RechRdx(A), RechRdx(37), RechRdx(39), Acc(43)
    Level 20: Boxing -- Acc(A)
    Level 22: Tough -- ResDam(A), ResDam(37), ResDam(37)
    Level 24: Hasten -- RechRdx(A), RechRdx(25), RechRdx(25)
    Level 26: Soul Drain -- RechRdx(A), RechRdx(29), RechRdx(29), Acc(40)
    Level 28: Instant Healing -- RechRdx(A), RechRdx(31), RechRdx(31), Heal(50), Heal(50), Heal(50)
    Level 30: Hurdle -- Jump(A)
    Level 32: Midnight Grasp -- Acc(A), Dmg(34), Dmg(34), Dmg(34), RechRdx(36), RechRdx(36)
    Level 35: Health -- Heal(A), Heal(45), Heal(46)
    Level 38: Moment of Glory -- RechRdx(A), RechRdx(39), RechRdx(39)
    Level 41: Focused Accuracy -- EndRdx(A), EndRdx(42), EndRdx(42), ToHit(42), ToHit(43), ToHit(43)
    Level 44: Physical Perfection -- EndMod(A), EndMod(45), EndMod(45), Heal(46), Heal(46), Heal(48)
    Level 47: Stamina -- EndMod(A), EndMod(48), EndMod(48)
    Level 49: Resilience -- ResDam(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  22. Quote:
    Originally Posted by Tordek Miengenw View Post
    I have a build that is pretty much unstoppable. Spine/Dark. With combat jumping. All the defenses and debuffs really help out. And, with spine/dark AoEs, it's great for groups too! But the defenses are enough to make any tank Jealous. Though you will need endurance recovery. The endurance drain for all the buffs is horrible. Makes me squishy if I run out of endurance when I'm exemplared. But, other than that, It's an amazing combo.
    What in the world does Spines/Dark have to do with a discussion about DM/WP and DM/SD and how they each apply to AV soloing and PvP? Please post stuff that's actually on topic rather than just blathering about your favorite farm toon in a conversation about single target DPS specialists.
  23. Quote:
    Originally Posted by WarronPeace View Post
    You were saying, eryq2?
    Don't bother attempting to show him he's wrong with numbers. Apparently his knowledge is so awesome, it's proof against math.
  24. Quote:
    Originally Posted by Fallen Prodigy View Post
    I need help deciding between a DM/WP and a DM/SD. I'm mainly going for a build that can solo AV's fairly well. Might go for another try at PvP also.
    So you're going for a reasonably high budget build? Out of those two, for all-around beatfaceitude, DM/SD is probably going to be your best bet. Siphon Life + softcap defenses is incredible. Shield Charge makes up for DM's sad lack of AoE. I'm also reasonably sure that */WP is supposed to be pretty bad in PvP, and defense based sets aren't supposed to suck miserably any more but don't trust me on that: I haven't paid much attention to PvP in 12 Issues.

    Quote:
    Only thing I'm worried about is the End. Is Dark Consumption and Stamina enough?
    Yes. It will be enough and, even if it isn't, Stamina + Physical Perfection + Dark Consumption will be.
  25. Btw, OP, if you want the datalink to work, when you're previewing or editing the post, you're going to want to repaste the link because the forums have a habit of eating the contents of colored links.