Umbral

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  1. Quote:
    Originally Posted by Werner View Post
    Second, if we go by the number of posts, tankers are only second to scrappers by a margin of 0.6%. Looks like you aren't such a special flower after all. Granted, forum posts doesn't equal in-game presence, but it's about the only solid number I can hang anything on.
    If you're looking for solid numbers, check out this thread. Numbers by the devs (though they're old) and analysis by Arcanaville (though the conclusions could be debated a bit, especially considering the fact that the numbers are old).
  2. Umbral

    DM/Regen

    Quote:
    Originally Posted by Morbid_Star View Post
    actually, to clairify Umbral ... your answer is the Fighting pool
    Yeah, I completely missed that he was eschewing the Fighting pool. I just never occurs to me any more that a Scrapper, much less a */regen, would avoid that awesome pool of awesomeness. It's like not taking Leaping or Flight. The idea never occurs to me.
  3. Umbral

    DM/Regen

    Quote:
    Originally Posted by Neg_rogue View Post
    Well the thing is though the reason I'm not really thinking Stamina is necessary for me is because with the powers I picked in my above build the only toggle I really have is Integration. If I were to drop Stamina and replace it with toggles like tough/weave or assault/tactics I'm increasing my end usage while simultaneously decreasing my end recovery which seems a little counter-productive.
    If you're planning on being surrounded most of the time, Dark Consumption provides more end/sec than Stamina does. It's not a reduction in net end/sec, it's actually a gain. Allowing yourself to spend some of that gain (and the basic surplus you should already be running) on some additional survivability just makes sense.

    Quote:
    Plus, what aspect about stacking fears on a boss or having an AoE fear is bad? No offense, but just saying "it's bad don't use it" isn't really enough evidence for me to not to want to pick it. So basically I'd like to know WHY it's bad, because to me it sounds interesting.
    The point is that Invoke Panic is bad. It's got a base recharge of 60 seconds (re: slow), base acc of .8 (re: low), 10.43 second duration (low), and 22.75 endurance cost (re: high). So it's a slow recharging, inaccurate, short term, expensive power. That's pretty much textbook bad, not to mention that it requires a greater build expenditure than Stamina does because you've got to grab the same number of powers but have to dump substantially more in the way of slots into it.

    Compound it with the facts that you'd only be able to affect minions and you can already hit a boss with 2 quick applications of Touch of Fear (which actually stacks without slotting, is incredibly accurate, and has a huge debuff for targets it's not crippling with the fear) and it only gets worse. The only person I would ever consider recommending Invoke Panic to would be someone that already has an AoE Fear that they can stack it with (re: a */Dark) so that it actually acts as an AoE control for more than just minions.
  4. Quote:
    Originally Posted by Shadowraithe View Post
    So using your build, I modified it a bit for me to be more in the range I can afford.

    Where my slots are is the same but I changed it to take out those 200M influence enhancements to be more on par with what I can easily afford. It is still almost the same. Just a bit higher recharge though.
    Considering that you removed the Hecatomb from MG and lost a goodly bit of recharge from losing other set bonuses, you're not going to be able to run the MG>Smite>Siphon>Smite attack string. Your best bet is simply to do something more like this until you have the money/IOs to actually move in to the expensive one:

    I avoided purple sets and didn't break the rule of 5. It uses most of the same IOs and sets so that you won't waste many when you respec. The attack string is MG>Smite>SP>Siphon>Smite>SP.

    Hero Plan by Mids' Hero Designer 1.401
    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: Weapon 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: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(13), EndMod-I(13)
    Level 6: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(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: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31)
    Level 12: 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 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(31)
    Level 16: Integration -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Mrcl-Heal(29), Mrcl-Rcvry+(40)
    Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
    Level 20: Boxing -- Acc-I(A)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam(34), ImpArm-ResDam/EndRdx(34), ImpArm-ResDam/Rchg(36), ImpArm-ResDam/EndRdx/Rchg(36)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(37)
    Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
    Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(50), Dct'dW-Rchg(50)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 32: Midnight Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(43), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(45)
    Level 35: Hurdle -- Jump-I(A)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(45), RechRdx-I(45), RechRdx-I(46)
    Level 41: Web Grenade -- Acc-I(A)
    Level 44: Targeting Drone -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
    Level 47: Health -- RgnTis-Regen+(A)
    Level 49: Stamina -- P'Shift-End%(A), P'Shift-EndMod(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  5. Quote:
    Originally Posted by SlyGuyMcFly View Post
    The thing is, I 've never played FA and have very little experience with DM and resistance sets in general so I'm a little lost when it comes to actually building my toon. So I'd love to get some advice on the two sets, and how the combos plays in general. If someone could post a semi-cheap build on Mids I'd be very much obliged.
    Here's an SO leveling build that I put together for someone who was pretty much asking the same questions. The big piece of awesome behind it is that the builds mostly cover each other's weaknesses. I'd recommend against Burn though. It's... not that great... Plus it scatters mobs which isn't really in the best interest of your spawn destruction interests.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting

    Hero Profile:
    Level 1: Shadow Punch -- Acc-I(A), Dmg-I(3), Dmg-I(3), Dmg-I(5), RechRdx-I(5), RechRdx-I(7)
    Level 1: Fire Shield -- ResDam-I(A), ResDam-I(7), ResDam-I(9), EndRdx-I(9), EndRdx-I(43)
    Level 2: Smite -- Acc-I(A), Dmg-I(11), Dmg-I(11), Dmg-I(13), RechRdx-I(13), RechRdx-I(15)
    Level 4: Shadow Maul -- Acc-I(A), Acc-I(15), Dmg-I(17), Dmg-I(17), Dmg-I(19), RechRdx-I(50)
    Level 6: Healing Flames -- Heal-I(A), Heal-I(19), Heal-I(21), RechRdx-I(21), RechRdx-I(23), RechRdx-I(23)
    Level 8: Siphon Life -- Acc-I(A), Dmg-I(25), Dmg-I(25), Dmg-I(27), RechRdx-I(27), RechRdx-I(29)
    Level 10: Combat Jumping -- DefBuff-I(A)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Plasma Shield -- ResDam-I(A), ResDam-I(29), ResDam-I(31), EndRdx-I(31), EndRdx-I(43)
    Level 18: Dark Consumption -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33), Acc-I(46)
    Level 20: Consume -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33), Acc-I(46)
    Level 22: Acrobatics -- EndRdx-I(A), EndRdx-I(46)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
    Level 26: Soul Drain -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36), Acc-I(36)
    Level 28: Blazing Aura -- Acc-I(A), Acc-I(36), Dmg-I(37), Dmg-I(37), EndRdx-I(37), EndRdx-I(43)
    Level 30: Health -- Heal-I(A)
    Level 32: Midnight Grasp -- Acc-I(A), Dmg-I(39), Dmg-I(39), Dmg-I(39), RechRdx-I(40), RechRdx-I(40)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
    Level 38: Stamina -- EndMod-I(A), EndMod-I(42), EndMod-I(42)
    Level 41: Boxing -- Acc-I(A)
    Level 44: Tough -- ResDam-I(A), ResDam-I(45), ResDam-I(45), EndRdx-I(45), EndRdx-I(50)
    Level 47: Weave -- DefBuff-I(A), DefBuff-I(48), DefBuff-I(48), EndRdx-I(48), EndRdx-I(50)
    Level 49: Temperature Protection -- ResDam-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit

    Quote:
    Also, what are the better attack chains for DM? I've seen MG-Smite-SL-Smite mentioned, but I'm not sure I can afford a build that has that much recharge. Are there any other good alternatives?
    MG>Smite>Siphon>Smite is pretty much as good as you can get. MG>SP>Smite>Siphon>SP>Smite can be achieved with SOs and does respectable DPS.
  6. Umbral

    DM/Regen

    Quote:
    Originally Posted by Neg_rogue View Post
    Actually a couple of my friends suggested I do skip Stamina on this character and they sounded pretty convincing tbh xD

    I was actually looking at what to replace it with and honestly the Presence pool looks pretty intriguing. I've never ever really given this pool a second look but the prospect of having a 2nd fear to stack with ToF and an AoE fear just sound very cool, especially since it fits rather well thematically with my character.

    Any thoughts? Does this sound decent or completely terrible?
    The Presence pool is rather disgustingly bad, especially with the Scrapper numbers. The only build I would even dream of recommending it for is a Dark/Dark that took Cloak of Fear.

    Honestly, from a pure QoL standpoint, you could do perfectly fine with DC instead of Stamina, especially if you're planning on being surrounded most of the time. If you don't plan on having numerous enemies around you most of the time, you're better off with Stamina, especially considering the QoL improvements from Hurdle/Swift.

    As to what pool to replace Fitness with, I wouldn't bother finding one. There are plenty of choices that you could use from your primary and secondary. Just go with Speed, Leaping/Flight, and Fighting. You could always drop in Leadership for extra support and personal benefits, but those cost a bit and you might want Fitness back (which is problematic since it would be your 4th choice).
  7. Quote:
    Originally Posted by Morbid_Star View Post
    Regen has the most difficult time soft-cap'ing def...fairly essencial for the AV solo'ist
    First off, */regen has no harder time softcapping than */Fire as they're both lacking in native +def powers.

    Secondly, softcapping is in no way requires or even essential for soloing AVs, especially for */regen with its absurd damage recovery capabilities. I've never played a natively softcapped */regen (not that I would want to) and I've solo'd numerous AVs.

    As to Spines/Regen, yeah, it's gonna be a tough one, simply because Spines has the least ST damage and the worst ST damage endurance efficiency. Luckily, since you're */regen, you don't really have to worry about the endurance efficiency problem.

    As to whether it's possible, it should be simply because the requirements, once you've addressed survivability, are rather low. It only requires ~100 DPS (slightly less actually) in order to make gains against an AV's regeneration. After that, it's simply a question of how long you spend working on it.

    If you really want to make a Spines/Regen AV soloer, your best bet is to do as I tell every */regen scrapper: +rech, +rech, +rech, and +def (in that order).

    5 piece Doctored Wounds in IH, Recon, and DP. 6 piece Obliteration in your PbAoEs (Scirocco's in Quills because it costs a ton and needs the end redux). 6 piece Touch of Death (and 6 piece Mako's once you get 5 of the 3.75% +def set bonuses) in your ST attacks. 6 piece Gaussian's in FA.

    The big thing to realize is that, because of the sets you're using, it won't be cheap (you're probably looking at 1 bill or more in pure inf) because you've got to work pretty hard to get your survivability up high enough to last for the long haul. Either look forward to lots of farming or lots of TFs.
  8. Quote:
    Originally Posted by Shadowraithe View Post
    There is only one problem with your build, Umbral.

    There is NO WAY the threat level of it should be only 200 according to mids. You are a way bigger threat than that.
    Keep in mind that the Gauss proc is not active at all times. Because FA has the full Gaussian's set slotted, whenever the toggle is turned on, Mids' interprets that as also having the proc active. In order to get an accurate read on the damage, you have to turn FA off so that you're working with the basic numbers numbers without perma-BU. The Gauss proc actually does very little: it only contributes 2.625% +dam on average thanks to duration and chance to proc.
  9. Umbral

    Web grenade

    Quote:
    Originally Posted by Shadowraithe View Post
    It lets you slot it with it but mids doesn't give you the set bonus unless it is in use.
    What you're talking about isn't a set bonus. It's the proc effect. Any time you slot one of the Build Up procs, Mids sets activates it as a toggle and if it's already a toggle, sets it up as another portion of the same toggle. Turning it off and on does nothing to the actual set bonuses.

    And, as I said in the other thread wherein you brought this up, Mids' is not a direct line to the game. If it doesn't seem quite right, it's quite possible that the programmer's flubbed something.
  10. Quote:
    Originally Posted by Shadowraithe View Post
    If its set powers still work with it not actually in use, that would be awesome. Don't need a toggle power so it would save you more endurance.
    What I mean is that it's not supposed to accept the Tohit Buff set IOs. That's the mistake. Mids' is not a direct link to game. Mids/Steiner have made mistakes in the past (re: Resilience only granting lethal resist when it really grants smash and lethal).

    As to what you've brought up here, the set bonuses will still be active whether the power is activated or not. You could turn off Focused Accuracy with the 6 piece Gaussian's and still get the 2.5% +def to all positions.

    As to the proc, that actually requires that the power be activated. Of course, it will only check once every 10 seconds per activation. This means that, for toggles, it checks once every 10 seconds. For click powers (like Web Grenade), it checks just the once. For multiple activation individual click powers (like Rain of Fire), it can check multiple times (twice in the case of Rain of Fire).
  11. Quote:
    Originally Posted by Shadowraithe View Post
    Would you say invisibility with the recharge is essential? I never tried anything from the concealment pool but your build has changed my way of thinking for slotting. I was also wondering if once you are detected or reveal yourself, if the bonus slowly goes away or if it stays.
    Invisibility is only there to serve as a mule power for the LotG +rech. I would never turn it on in a fight (maybe when I'm on a team stealthing a mish). As to the defense bonuses of Stealth and Invis, the defense bonus is halved down to the combat value as soon as you attack, are attacked, etc. For Stealth, this means that the power is pretty much just an expensive Combat Jumping.

    Quote:
    Oh, and do you know if the drone from targetting drone can get blown up?
    No, it's a power effect not a pet.

    Quote:
    And it is wierd but web grenade in mids lets me use to hit buffs. Huh. That seems odd. I'm guessing it is a fault of mids that web grenade has to be in use before the set bonus kicks in.
    I'm pretty sure that's a mistake.
  12. Quote:
    Originally Posted by Shadowraithe View Post
    Did you recreate that real quick just for me? You have an empty slot on resilience.
    No, that's saved on my hard drive. The open slot in Resilience is for the Gladiator's Armor 3% +def IO.
  13. Quote:
    Originally Posted by EvilGeko View Post
    I disagree. Scrappers and Tankers need next to no help as ATs. The APPs add a bit of flavor utility and some ranged attacks. For two ATs who can stand against Giant Monsters, AVs, etc. and not flinch, this doesn't strike me as particularly unfair.
    You're missing the intent of what I said. The fact that Blasters, Defenders, and Controllers all get greater functionality and usefulness out of their APPs because the "holes in functionality" that are being filled for them only need small bits in order to be effective. Survivability powers do incredible things, even when there is only one and especially when they're using the self buff modifiers of Defenders and Controllers. Attacks do well when the AT is only barely short of a real attack string and the attacks are themselves better at damage dealing than the native powers.

    Controls do almost nothing when there is only a single one of them, especially when it's got a shorter duration and twice the recharge. Getting ranged attacks is virtually pointless whenever you need to be in melee to use your other 6-7 attacks, especially when those ranged attacks do less damage than the worst of your melee attacks.

    It's not a question of "filling functional holes is bad". It's a question of "the method in which those holes can be filled is bad". You can't plug the functional holes of Scrappers and Tankers with 1-2 powers. You can plug the functional holes of Blasters, Controllers, and Defenders with 1-2 powers, especially when those powers are generating better numbers than the commensurate powers used by Scrappers and Tankers.

    Because the Scrapper/Tanker functionality holes (which were assumed to be control and ranged damage rather than, as we now know, debuff and team support) can't be plugged with the quick addition of a couple powers, a different design mentality should have been applied to their APPs: rather than trying to support by diversifying power functionality (generally by giving powers that compete for animation time on the same level as their normal powers which are more effective), they should have acted as augmentation for the functionality already present. Debuffs, self buffs, team buffs, and other abilities that would actually allow Scrappers and Tankers to contribute more to a team with their APPs.

    There is a reason that Body Mastery was chosen more than any other Scrapper APP for the longest time: it had Conserve Power and Focused Accuracy. Those were the only reason that most people took them. LBE is and was pretty much only a set mule, and Energy Torrent is decent but requires more power picks than most are willing to contribute in order to get it (especially since there are numerous other powers that compete with it because Scrappers generally already have enough in the way of damage dealing powers available much earlier and with lower opportunity costs).

    It's even worse when you look at how the other ATs operate with their APPs. Defenders, Controllers, and Blasters can't wait to get theirs. Almost every Scrapper and Tanker I've seen will simply shrug their shoulders and move on. For Defenders, Controllers, and Blasters, the APPs actually add something beyond "here's a couple interesting gimmicks". They don't for Scrappers and Tankers.
  14. Quote:
    Originally Posted by Shadowraithe View Post
    I am at work and a bit bored so I played with the build more. Trying to incorporate the experienced and educated suggestions I came up with this:
    You dropped both MoG and Dull Pain. There is no excuse for dropping either of those.

    Here are 4 steps as to what you should do with a */regen build:

    1. Get more recharge.
    2. That's not enough recharge. Get more.
    3. Are you crazy? I said more recharge.
    4. Can you get any more recharge without crippling your build? No? Okay, get some defense.

    As to sets, Doctored Wounds 5 piece in IH (all but Heal/End), Dull Pain (all but Heal/End), and Reconstruction (all but End/Rech). The 6 piece Oblits, Mako's, and ToDs in your attacks are good. Don't slot Mako's until you've hit 5 3.75% +def(melee) set bonuses. Melee is significantly more important than ranged. Hecatomb 5 piece in MG (all but Dam) because it will need the higher recharge slotting for the attack string. Armageddon 5 piece in Shadow Maul (all but Dam).

    LotG 7.5% +rech IOs are your best friggin' friend.

    Here's my DM/Regen build for something to look at. 31.4% +def(melee) without ever turning on Stealth (which would bring it up to 33.57%), 70 second cycle on MoG (21% uptime), 187 second cycle on IH (48% uptime), 16 second overlap on Dull Pain cycles, and 18.5 second cycle on Reconstruction. Plus, it runs more than 200 DPS with a single target in Soul Drain.

    Recharge is every */regen's best friend. DM/* loves it even more because of Soul Drain and Dark Consumption (plus MG requires 235% +rech for the MG>Smite>Siphon>Smite attack string). Only after cranking out as much recharge as is possible should you start delving into the depths of defense. If you don't, you're ignoring all of the incredibly powerful survivability native your your secondary and the power of an IO'd DM/Regen comes from getting the most out of both.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    +def concept: Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Concealment
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Smite -- 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%(46)
    Level 1: Fast Healing -- Heal-I(A)
    Level 2: Shadow Maul -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(7), Armgdn-Acc/Dmg/Rchg(9), Armgdn-Acc/Rchg(9), Armgdn-Dam%(11)
    Level 4: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(13), Dct'dW-Rchg(15)
    Level 6: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(7), EndMod-I(48)
    Level 8: Siphon Life -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(17), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/EndRdx/Rchg(21), T'Death-Dam%(21)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34), Zephyr-Travel(46), Zephyr-Travel/EndRdx(46)
    Level 12: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(25)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(15), Zephyr-Travel/EndRdx(27)
    Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Regen/Rcvry+(17), Numna-Heal(27)
    Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
    Level 20: Boxing -- Acc-I(A)
    Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(37), Aegis-ResDam/EndRdx/Rchg(37), Aegis-ResDam(37), Aegis-Psi/Status(39)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
    Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
    Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31), Dct'dW-Heal/Rchg(42)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(34)
    Level 32: Midnight Grasp -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Acc/Rchg(36), Hectmb-Dmg/EndRdx(36), Hectmb-Dam%(45)
    Level 35: Stealth -- LkGmblr-Rchg+(A)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(42), RechRdx-I(43), RechRdx-I(48)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Build%(45), GSFC-Rchg/EndRdx(50), GSFC-ToHit/EndRdx(50)
    Level 44: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(48)
    Level 47: Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Resilience -- S'fstPrt-ResDam/Def+(A), Empty(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  15. Quote:
    Originally Posted by Reyne_Maker View Post
    if it's AVs you're after, I'd strongly reccomend bringing in the fitness pool, Health with some miracles and the regen aura unique brings your regen rate an almost 200% boost (at least with the quick slotting I did in Mids) Stamina will also mean you have more than enough End to go the distance, AV fights are never short.
    My DM/Regen build doesn't have or even need Fitness. Dark Consumption, MoG, and Quick Recovery are all that it needs, even against a single target, but, then again, I designed it specifically to not have Fitness because I wanted the stealth pool for the extra LotG +rech slots.

    Even so, if you get close to being endurance sustainable (re: hundredths of a point net loss), you oftentimes have more than 10 minutes in order to defeat a single target which is more than enough time especially with the levels of DPS that you should be putting out with such a build.
  16. Quote:
    Originally Posted by Demobot View Post
    That sounds like an excellent idea and I wholeheartedly approve.
    Alright, I done created it and named it "Forum Scrappers". If you want to join, either send me a global tell (so I can invite you to it) or simply type this in your chat bar.

    Code:
    /chan_join "Forum Scrappers"
  17. Quote:
    Originally Posted by Cynic View Post
    What I'm trying to do it come up with a sturdy scrapper, fairly good defence to non S&L damage and to be able to run the chain Followup, Focus, Slash with the procs in Slash and Followup acordingly (Chance for BU and Chance for -Res)

    I just cant seem to make it fit. The only other must have power on the claw side for me is spin and I really have no problem with mules. Would like 70%ish S&L Res, the above chain all the time to keep double Followup for the other two attacks (I know with hasten I have it on my Claw/WP and that only has another 5% recharge bonus) and of course the end to run it and shields.

    Is this doable without purples? I really hope it is
    You're not going to be able to run a seamless FU>Focus>Slash attack chain even if you were running a Claws/SR (with the commensurate 30% +rech that it gets that no one else does). It simply takes too much +rech (313% +rech in FU). You can get excellent dps (and double stack FU on all attacks) with FU>Focus>Slash>Swipe however.

    However, if you're willing to go for maximum damage rather than a seamless attack chain, you can go with FU>Focus>Slash>Wait. As long as that wait is .528 seconds or less (re: FU recharges in 3.432 seconds), you'll be getting better DPS than you would with FU>Focus>Slash>Swipe. This requires 250% +rech in FU (hard but not impossible), 100% +rech in Focus, and 64% +rech in Slash.

    Here's a more offensively built variant on my Claws/Invuln build that does most of what you're asking about. It does the FU>Focus>Slash>Wait(.528 sec) attack string, is endurance sustainable, gets 67.5% +res (s/l), and manages 40.9 +def (s/l), 38.7 +def (e/n), and 37.8% +def (f/c) with saturated Invinc.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Invulnerability
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Swipe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), KntkC'bat-Dmg/EndRdx(42)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(13), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam/Rchg(39)
    Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Dmg/EndRdx/Rchg(42), Achilles-ResDeb%(42)
    Level 4: Temp Invulnerability -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(5), ImpArm-EndRdx/Rchg(5), ImpArm-ResDam/EndRdx/Rchg(40)
    Level 6: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Rchg(15), Dct'dW-Heal(39)
    Level 8: Follow Up -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Acc/Rchg(9), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(11), RechRdx-I(46)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43)
    Level 16: Unyielding -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(17), ImpArm-EndRdx/Rchg(17), ImpArm-ResDam/EndRdx/Rchg(39)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Mrcl-Rcvry+(19), Mrcl-Heal(37)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
    Level 22: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(23), Apoc-Acc/Rchg(23), Apoc-Dmg/EndRdx(34), Apoc-Dam%(36)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
    Level 26: Spin -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(43)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
    Level 30: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/Rchg(48)
    Level 32: Shockwave -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(34)
    Level 35: Tough Hide -- GftotA-Def(A), GftotA-Def/EndRdx(36), GftotA-Def/Rchg(36), GftotA-Run+(37)
    Level 38: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(46), Aegis-ResDam/Rchg(46)
    Level 41: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(43), Amaze-Acc/Stun/Rchg(50), Amaze-Acc/Rchg(50), Amaze-EndRdx/Stun(50)
    Level 44: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(45), ImpArm-EndRdx/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(45)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 49: Conserve Power -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  18. The title says it all. What say ye Scrappers? Would it not be awesome to have the entirety of the Scrapper Forumdom available in game for chatting, build advice, crazy plan forming, question answering and all of the other things that we do on these boards?
  19. Quote:
    Originally Posted by Ice_Ember View Post
    I read somewhere it is a half strength version of health/stamina combined into one power.
    Doubling up on endurance assistance tools in a single APP sounds highly doubtful, especially if it's a passive that will accept both the Perf Shifter and all of the Heal IO uniques. My money is on it being a defensive self buff of some kind. Either a renamed Shadow Meld or a +res version of it.
  20. Umbral

    MOG: Useless?

    Quote:
    Originally Posted by Quantumizer View Post
    I'm convinced. I'll take it! Thanks all!
    There is only one reason not to have MoG: you're not a level 38 */regen yet. There is no excuse for not having it as far as I'm concerned.
  21. If you sent it out via Mids, try using the "phpBB / Zetaboards" export formatting code. Also, if possible, export either the data chunk or the data link (or even both). It makes it much easier to read the info.

    Going off of what I see, it should be able to solo AVs, though you've got some questionable slotting that you could use to turn the optimization up a notch. You've got both IH and MoG short slotted for recharge, which are the two most important attributes where they are concerned. For IH, I'd aim for the 5 piece Doctored Wounds set (all but Heal/End), and for MoG, I'd go with 2 piece LotG (+rech and Def/Rech) and 2 level 50 common rech IOs. Both of them should, at the very least, be in the ED redzone.

    Otherwise, it doesn't look too bad. I'm not sure if the build can pull off the Smite>MG>Smite>Siphon attack string because I can't see the specific recharge values and I'm too lazy to put everything into Mids manually, but I don't think it can without more +rech, both in MG and global. SP>Smite>Mg>SP>Smite>Siphon should work fine though. Should be endurance sustainable and, thanks to what appears to be decent to excellent defense set bonus slotting, should be able to survive it.

    My only worry is that you're ignoring +rech, which is the lifeblood of */regen. It should be able to solo AVs, but it's not going to do it as quickly or with as much safety as other builds I've seen. If you want to see mine or get some advice as to what to slot, which clickies to use in which order, etc. feel free to send a PM. DM/Regen is my baby, and I know it in and out, especially where AV soloing and other challenges are concerned.
  22. Umbral

    DPS Calculation?

    Quote:
    Originally Posted by FreezeWave View Post
    Sorry if I made you angry with it. Needless to say I am a wee bit embarassed.
    I'm not angry. I was just kinda curious if it was my build or simply one of those strange coincidences. The fact that you owned up to it (I firmly believe in giving credit where credit is due) means that it's water under the bridge.
  23. Umbral

    DPS Calculation?

    Quote:
    Originally Posted by Werner View Post
    Besides, if anyone comes up with a good build on their own, you surely already have one just like it on your hard drive.
    Well, it was more the fact that it had some identical idiosyncrasies in the slotting that I was thinking about cleaning up. The big one that gave it away specifically, was the CJ slotting that, for purely aesthetic reasons, I was having to resist the urge to switch the slotting around so that all of the IOs are next to the others in their sets in order. When I switched over to look at the one I had saved, I actually noticed that very little was actually changed (minor slotting differences and the exact same powers at the exact same levels) across the two builds, which brought on the question.
  24. On a purely speed basis across numerous AVs (so you can't claim that the */Fire Scrapper is best because the Fire damage AV can't do anything to him)? That's an easy one. Sonic/Rad Corr. Big -res, big -regen, huge survivability (self heal and huge -tohit), good damage. Plus, Scourge doesn't really do much to softer targets, but it's crazy powerful against harder ones that don't cause crit waste.
  25. Quote:
    Originally Posted by Kanto2 View Post
    I was fiddling with Mids and taking a gander at Elec melee and.. yeah, seems nice for the AoE but I see where people are coming from when they talk of the ST damage.

    Any of you gurus out there think Elec/SD can defeat an AV without surrounding itself with minions?
    Yes. Having messed around with Elec/SD with Brute numbers (assuming Scraps get the same Elec), I could easily see Elec/SD being an AV soloer. If it gets a bit more ST focus like I'm hoping, it will only get better.