Umbral

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  1. Umbral

    DPS Calculation?

    Quote:
    Originally Posted by BrokenPrey View Post
    So now with you attack chain taking a total time of 5.28 that mean all but FU will have double stacked and FU will only have 1.
    Actually, since it's only 5.28 seconds long, everything will be FU double stacked. The second stack of +dam drops off .56 secs into the activation of Follow Up, but thanks to the fact that if the +dam is present at the activation of the power, it will affect the power for its entire duration, it still gets the full benefit of it.

    As to AH contribution numbers, there is one attempt per attack string, the effect lasts 10 seconds which allows each application to apply for the entirety of 2 attack strings. 2 applications per 10 seconds equates to 7.2% -res thanks to the simple AH contribution formula (((1-.8^((attackStringTime/10)*(#OfAHProcsPerAttackString)))*.2) which is actually accurate because the duration of the proc and the length of the attack string are in sync.

    All of this would net you 1022.58 damage (from 953.9 damage with 7.2% -res) in 5.28 seconds for 193.67 DPS.

    Now, if you really wanted to push the envelope, you could get some more recharge by doing something like this (see build below) and using the FU>Focus>Slash>Wait(.396 secs) attack string. It'll net you 886.12 damage in 4.356 seconds for 203.425 DPS and, if you get more recharge through teaming or some other method, it can go up even higher.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
    Edit: I just realized that the build you're using is disturbingly similar to the Claws/SR build that I made and have saved. The one that I have saved (thanks to a bit of tampering after last posting it) actually manages slightly better DPS.
  2. Quote:
    Originally Posted by Cynergi View Post
    If softcap defense is 45% and i'm unable to attain all of the IO's to achieve that and am at 40% at the moment, would a 5% tohit debuff on my foe compensate for this lack of defense? The reason i ask this, is (Acc)*((.50 base tohit)-(.05 tohit debuff)-(.40 def)) should equal the same chance to hit as (Acc)*((.50 base tohit)-(.45 def)). Is this correct, or am i not accurately understanding tohit debuffs?
    Against an even level enemy without any tohit debuff resistance, yes, 5% -tohit is the same as 5% +def. Once you start getting involved with enemies with tohit debuff resistance (lts have 10%, bosses have 20%, AVs have scaling resistance depending on their level) or enemies that are higher level than you (at which point the purple patch begins eating away at the effectiveness of your debuffs), that 5% -tohit is no longer going to be doing the entire job and you'll no longer be "softcapped".

    In general, if you're going to count on a debuff to get you the rest of the way, it's best to figure out what exactly you're going to try beating on to get the last of it. If you're going to only be involved with even level bosses at the highest, 6.25% -tohit is going to be enough. If you plan on dealing with +4 bosses, you'd need 13.02% -tohit. If you're going to be dealing with level 50 AVs, you'd instead need 33.33% -tohit. If you plan on fighting level 54 AVs, you'd need 80.13% -tohit. And all of that is simply to get 5% -tohit to actually stick. You'll get much better mileage out of simply buffing yourself that last little bit.
  3. Quote:
    Originally Posted by Fury_Flechette View Post
    No awesome would be that physical perfection was a clone of shadow meld, but I doubt the devs would be that generous.
    If they do this (as I'm hoping they will), I get jot down another thing on the List of Things the Devs Stole From Umbral.

    I'm also curious as to whether Darkness Mastery is going to be getting Shadow Meld (makes a lot of sense) or Darkest Night (also makes a lot of sense).
  4. Quote:
    Originally Posted by Eva Destruction View Post
    So if I were to, say, take that build, and remove SJ and Focused Acc to squeeze in Caltrops and gimpy Ninja stars....Thunderstrike in Shuriken for the ranged def or Armageddon for the +rech?
    Armageddon for the +rech. Tweaking it a bit now, this is probably how I'd do it. Since you're going to be using Caltrops more than Boxing (gotta love them set mules, huh?), you can get rid of Absolute Amazement to get some slotting in power that at least stands a chance of being used. You can then divvy out the extra slots to get some more recovery and regeneration. Considering that you'd be running a roughly 4 end/sec endurance surplus, I'm not even sure you can run out of endurance.

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

    Click this DataLink to open the build!

    Level 50 Mutation Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Fitness
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    Level 1: Storm Kick -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Mako-Acc/EndRdx/Rchg(46)
    Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29), Numna-Heal(46)
    Level 2: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(9), Dct'dW-Rchg(9)
    Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(11)
    Level 6: Focus Chi -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(13), RechRdx-I(36)
    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: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23), Zephyr-Travel(23), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27), Zephyr-ResKB(27)
    Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(29), Numna-Heal/Rchg(31)
    Level 18: Crippling Axe Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
    Level 20: Boxing -- Empty(A)
    Level 22: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(34), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam/Rchg(34)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(50)
    Level 26: Dragon's Tail -- 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-Heal(A), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Rchg(42)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(42)
    Level 32: Hurdle -- Jump-I(A)
    Level 35: Health -- RgnTis-Regen+(A)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(43), RechRdx-I(43), RechRdx-I(43)
    Level 41: Caltrops -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45)
    Level 44: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46), EndMod-I(50)
    Level 47: Shuriken -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(48), Apoc-Dam%(50)
    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
  5. Quote:
    Originally Posted by Werner View Post
    To belatedly... ahem... brag a little, my demofiles have me separately beating Manticore and Mako with no temps, no inspirations on 4/12/2008.
    Bah! Ya bunch a young'uns! Back when I was first soloing AVs, we didn't have then fancy IOs! Hell, we didn't even have elite bosses or automatic mission completion so when we found an AV we had to kill it, otherwise we'd stagnate! You whippersnappers don't even know how good you've got it! /porch
  6. Quote:
    Originally Posted by BrokenPrey View Post
    Well a lot of work when into brawl so it could do that. BAB as talk about it a lot and well here is why.
    BABs and Castle have both said that, in order to allow Brawl to animate differently in so many different combat modes, it's actually become the single most heavily coded power in the game.
  7. My first AV was Baphomet, way back in the day with toggle IH and before Critical was added, much less the Scrapper damage modifier was increased. I still get angry whenever I see him because I remember the 45 minutes fight bringing him down and watching him use Healing Flames making me race to whittled him down as much as I could before he healed again. Gah >.<. Took me 3 minutes to bring him down to 10% the first time and the rest of it to slowly bring him down the rest of the way.

    Dr. Vahz could have been my first except that I had a level 42 Blaster friend that told me I shouldn't try and take him out because he had tried and gotten floored. Needless to say, this was also when I found out that Blasters were limp wristed, glass-jawed pansies that never want to get into a challenging fight.
  8. Quote:
    Originally Posted by Eva Destruction View Post
    I'm looking at the following pools:
    Fitness (possibly with Stamina, I'm going without now but sometimes I'm hurting for end)
    Speed (Hasten and Superspeed)
    Flight? (Currently I have Air Sup and Hover, love the knockdown on Air Sup but I rarely use Hover in combat, and I can always buy a jetpack for getting up things)
    Leaping? (Currently have CJ as a LotG mule)
    Fighting? (Would make me less squishy, as this is my big problem, even running perma-Dull Pain)
    Weapon Mastery (Must have Caltrops and Shuriken at least, I love Caltrops for the mitigation and Ninja stars are just cool)
    Speed, Fitness, and Fighting are all a definite must. Speed because Hasten is awesome and SS is a great way to get in another BotZ 3 piece. Fitness because you're most likely not going to be endurance sustainable without it. Fighting because extra mitigation is wonderful. From there, I'd choose either Leaping or Flight. Air Superiority isn't really all that great imo, especially when you're talking about an IO build where the only fights that are going to give you trouble are going to be those that Air Superiority doesn't really help. Hover/CJ and Flight/SJ are pretty much modular exchanges and, if you don't think Hover is fast enough, you'd be surprised. With BotZ 3 piece, Swift, and a couple +move set bonuses, it'll actually get you around pretty fast.

    As to your choice of APPs, Weapon Mastery is less than optimal. Caltrops is a rather poor choice where mitigation is concerned (at least in my experience) and Shuriken is simply atrocious. If you're taking them, you're doing so against the better judgment of most of the people on these forums, especially if you want to fit in all of the other powers that will make you effective.

    Quote:
    For attacks: Currently I have Thunder Kick, Storm Kick, Crane Kick, Dragon's Tail, Eagle's Claw, and Air Superiority. If I take Crippling Axe Kick, will I have enough of an attack chain if I drop both Air Superiority and Thunder Kick?
    Easily, especially if you also drop Eagle's Claw. Storm>Crane>Storm>CAK is the best ST damage chain MA can manage. The only problem is that it requires a boatload of +rech to get. Luckily, you're regen so it's not like huge amounts of +rech weren't in your future anyway.

    Quote:
    Currently I have a build focused on +recharge and +regen, with Kinetic Combat procs thrown in nearly everything because they are cool, but I think it's time for them to go. (Except maybe in Eagle's Claw, because knocking someone on their butt after you jump up and boot em in the head is super cool.) Should I be trying to build up some melee defense as well?
    Kinetic Combat procs are cute. Not particularly effective, but cute. The biggest problem is that they prevent you from getting those sweet 6 piece Mako's and Touch of Death set bonuses.

    Quote:
    Basically, I need to know what would be most advantageous, from a survival perspective....recharge, then defense, then +regen? Or am I looking at it all wrong?
    +Rech first. Then +def, positional before typed, melee before ranged before AoE. +Regen only if there's nothing else to get. +HP should only be considered as a tangential benefit seeing as you should be just a few points shy of capped with Dull Pain and the +hp accolades anyway. You'll be getting what little +hp you need from stuff like the Mako's Bites and Touch of Deaths.

    Sets to remember: Doctored Wounds 5 piece, Touch of Death 6 piece, Mako's Bite 6 piece, Obliteration 6 piece, Gaussian's 6 piece, Blessing of the Zephyr 2 or 3 piece (3 is better but 2 is fine since AoE is rare-ish). The LotG +rech IOs are Steadfast Protection 3% +def IO (and the Gladiator's version) both all important to remember, along with the heal set uniques.

    Here's the MA/Regen build I've got saved. It fulfills most of your requirements except that it doesn't have Eagles Claw (interesting visual does not counteract bad power) and doesn't have Weapon Mastery. If I had a bit more time (gotta be heading to work soon), I could mess with it a bit and fit Weapon Mastery in and keep the screwing everything else up to a minimum. Even if you don't use it, there is a lot of really good slotting in there and you can steal/borrow for your own build, especially where attack strings and endurance sustainability are concerned.

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

    Click this DataLink to open the build!

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

    Hero Profile:
    Level 1: Storm Kick -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Mako-Acc/EndRdx/Rchg(46)
    Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29)
    Level 2: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(9), Dct'dW-Rchg(9)
    Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(11)
    Level 6: Focus Chi -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(13), RechRdx-I(36)
    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: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23), Zephyr-Travel(23), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27), Zephyr-ResKB(27)
    Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(29), Numna-Heal/Rchg(31)
    Level 18: Crippling Axe Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
    Level 20: Boxing -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(48), Amaze-Acc/Rchg(48), Amaze-EndRdx/Stun(50), Amaze-ToHitDeb%(50)
    Level 22: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(34), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam/Rchg(34)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 26: Dragon's Tail -- 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-Heal(A), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Rchg(42)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(42)
    Level 32: Hurdle -- Jump-I(A)
    Level 35: Health -- RgnTis-Regen+(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-Build%(42), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46)
    Level 44: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46)
    Level 47: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(50)
    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 Imaheroe View Post
    I was thinking it was the usual 2acc, 3 dam. probably 1 rech.
    Well, considering that it's already got such a ridiculously fast recharge (thank you damage formula!), more recharge isn't really all that important. It's already going to be able to be double stacked reasonably easily. All you really have to slot up is the damage (3) and the accuracy (1-2). The remaining 1-2 slots can easily be given over to defense, recharge, or endurance. It's a remarkably easy power to slot.
  10. Quote:
    Originally Posted by Rieze View Post
    All 2ndary effects. Heal, speed, mezzes, buffs and de buffs (except dmg )
    Not all, just most. It doesn't increase KB or KU.
  11. Quote:
    Originally Posted by Ultimo_ View Post
    If you want the numbers from Mids, however...

    PFF generates 117% Defense fully slotted (3 slots)
    The Deflection/Insulation Shields generate 23.4%
    The DIspersion Bubble generates 15.6%

    If the Defender could use these powers on himself, he'd have 39% Defense.

    Compare to the SR Scrapper
    Focused Fighting/Focused Senses/Evasion are 21.6% Defense each
    Agile/Lucky are 8.78%

    The Scrapper thus has 30.4% Defense overall.
    However, he also has more than 300 health more than the Defender, and does twice the damage (meaning he uses half the endurance).

    Now, as I say, if that 39% is deemed to be too high, then adjust the powers to compensate. I'm not sure what the numbers would look like for adjusted shields, but it seems to me it shouldn't be terribly big. As I said before, the Defender is paying for higher defense by having less offense. My original idea of dropping the shields by 5% should be sufficient.

    Again, if he was able to have that level of defense AND high offense, then he'd be a tank mage. Since he has high defense and low offense, he's not a tank mage.

    However, you do make a good point, that most defenses on that level are toggles. Perhaps the trick would be to synchronize the recharge and the endurance cost to compensate.
    You're completely missing the point of all of this aren't you? It's not that FF Defenders solo are going to be balanced against SR Scrappers solo. It's that FF Defenders are going to be harder to kill than SR Scrappers for less endurance while simultaneously being able to grant that same level of survivability to everyone else on their team while the SR Scrapper just hangs around and buffs himself.

    Did you completely ignore the post I made giving all of the numbers that you tried to give out, only more accurate and with better analysis, especially when I factored in the hit points you randomly assume will make the Scrapper more survivable? Even with numbers reduced as you would have them (and I don't think anyone else really wants), the Defender is still going to be more survivable simply because defense is that strong.

    With 35% +def, 20% of incoming damage is coming through. With 30.9% +def, 28.2% of the incoming damage is coming through. The Defender is taking nearly 33% less damage than the Scrapper is. 35% +def for a Defender would require 5087 incoming damage in order to be defeated. 30.9% +def for a Scrapper would require 4747 incoming damage in order to be defeated.

    Even so, the issue isn't that the Defender should be more survivable than the Scrapper because s/he deals less damage. The lower damage means nothing compared to the ability to make everyone else on the team an */SR Scrapper. Your views are exclusive to the soloing domain and completely ignore every other attribute. Claiming that it's balanced because an FF/* Defender and an */SR Scrapper would have equal survivability in a solo context completely ignores the fact that the */SR Scrapper would be next to useless compared to an FF/* Defender on a team, especially when you consider that now the FF/* Defender is doing all of his team play at that exact same, if not better level of survivability.
  12. Quote:
    Originally Posted by Imaheroe View Post
    Whats the accepted slotting for Divine Avalanche for common IOs?
    1-2 Acc, 3 Dam, 0-1 Rech, 0-1 End
  13. Quote:
    Originally Posted by Rebel_Scum View Post
    Not for scrappers, IMO. APPs are supposed to fill in holes in the AT, not give more of what you already have. For scrappers, that's range and to a lesser extent control. Not more defenses and melee attacks.
    This line of thought has always bothered me. It works well for Controllers and Defenders (a bit less for Blasters, but it still applies) wherein a small amount of additional functionality in an area in which they are weak is contributive (re: damage, self buffing, personal survivability), even when it's been diminished by the APP penalties.

    It doesn't work for Scrappers and Tankers wherein the APPs add almost nothing because a single mez/ranged power won't really do much, especially when you've got no inherent to make the effect desirable and the numbers on it are so bad that the power barely affects the weakest targets you could want for it.

    That design mentality works incredibly well when applied to Controllers, Defenders, and Blasters because adding a few points of self support, survivability and damage(for Defenders and Controllers)/control(for Blasters) isn't actually added to a functional vacuum. Controllers, Defenders, and Blasters all have those capabilities natively. Scrappers and Tankers don't have any holds worth mentioning (Super Strength KO Blow is a hold, but I don't think that's why people like it) so they can't really stack up magnitudes to make the effects effective. Scrappers and Tankers deal better damage in melee so they're already going to be there, so ranged attacks are largely meaningless, especially when they do less damage for more endurance and animation time on slower recharge than almost all of their primary attacks.

    Most Tankers find the APPs as largely unimpressive and, generally, only use them for an AoE Gauntlet taunt or set mule, if they even take them. Scrappers even more so. The idea that an APP should fill in holes in functionality is a flawed concept, especially from a balance perspective.
  14. Quote:
    Originally Posted by Aliana Blue View Post
    EDIT: Bah, that's totally broken, checking the latest version of Mids'...
    Post using the "phpBB / Zetaboards" formatting code rather than the "Official Forums (UBB.threads)" formatting code. In order to do this, simply click on the appropriate choice under "Formatting Code Type" (the top right of the window) when you select forum export.
  15. Quote:
    Originally Posted by Nericus View Post
    Make it unlockable at L30 when you do your Aura mish or else a bonus for achieving 50.
    Or, it could simply be made as a benefit for defeating the Hamidon. Personally, I don't think he gets enough player love. Making an awesome looking aura available contingent upon taking him out would be even more reason for people to go fight him.
  16. This actually seems like it could be a decent Scrapper APP. The names and effects are definitely reminiscent of mystical kung-fu type stuff, which is a bit too specific for the general appeal the devs have attempted for APPs overall, but the mechanics themselves speak more to appropriate APP design for Scrappers than the existing APPs do (three cheers for crappy powers that try to replace functionality rather than augment).
  17. Quote:
    Originally Posted by Hatred666 View Post
    An idea I had floating in my mind for awhile is to be able to scale up or back the secondary effects of powers, therefore increasing the primary effect, or vice versa. For example, a set like Energy Blast, you could be able to decrease the knockback effect of those powers, in return increasing the damage of the powers, or again vice versa. Powers that provide resistance to different types of damage, you could increase/decrease the value of resistance of one type of damage for another. A power like Invincibility, you could increase or decrease the +tohit it provides, in return increasing or decreasing the defense, or the other way around.
    The only way this could even be a remotely decent idea is if the primary functional attribute of the power (re: damage in the case of the the Energy Blasts, defense in the case of Invincibility) could never be increased beyond its base value. Otherwise, you'd get everyone bottoming out their secondary effects to crank out as much as possible from the attribute that actually matters. BS and Kat Scrappers would almost assuredly bottom out the largely unused and unnoticeable -def in exchange for more damage. Energy Blasters would get rid of their knockback to put their damage attacks at the absolute limit. You'd have everyone (re: everyone obsessed with optimized numbers) following through on the design mentality behind Fire Blast for their attacks and Stone Armor for their defenses.

    The only way I could agree to a system like this would be if, for example, an Energy Blaster could be allowed to reduce his knockback at no benefit aside from no longer having knockback (an oft asked for option) or decrease his own damage in order to gain the benefit of greater knockback (at losses to total output). Invincibility wouldn't be able to increase the +def, but, if the build in question doesn't need more +def, the owner could reduce the +def contribution to get a point or 2 of +tohit out of the bargain.

    Either way, ignoring balance concerns, I'm not even sure it's feasible. It seems like a lot of information to go through, especially considering all of the balance calculations and additional variables that would have to be accounted for. It would also require completely overhauling all of the powers so that they actually have modifiers to their base values based upon player input to go along with the AT modifiers.
  18. Quote:
    Originally Posted by Soul Storm View Post
    I've checked out your builds, and played around a little to suit my playstyle more. I like the +end you have and the idea of higher rech/def is of course a much better option. For some reason I assumed +regen would be necessary on a regen char but def/rech is a better way of going about surviving *facepalm*. I like the idea of turning parry into a more damaging utility power, as it will still give some defence anyway.
    Don't think of Parry as a utility power. Think of it as an attack within the context of your attack string that applies an effect over the long term. The +def should simply be a tangential benefit, especially if you're only trying to get a single stack of the buff active at any specific time.

    Quote:
    I replaced the achilles heal proc with a HO on Headsplitter because without slice in the build I will be using hack a lot more in the attack chain anyway, so any extra damage I can squeeze out of Headsplitter is better.
    That IO is actually a placeholder for the Fury of the Gladiator -res proc which stacks with the AH proc. Either way, you're still better with the AH proc in HS than you are with the HO because the AH proc will still contribute better DPS over the long run than the pittance of +dam you'd be getting from the HO (thanks to ED). The animation times for BS powers are simply too long to really allow an attack string to generate the optimum 5-6 AH attempts every 10 second period.

    Quote:
    I like the improved survivability but only really having 4 attack powers (minus parry) will be something to get used to.
    5 attack powers is more than enough, I assure you, especially with so much +rech in the build. More attacks does not necessarily mean that you're going to be more active. Oftentimes, it simply means that you're going to have more powers doing nothing while you're activating others. Having more attacks than you've got the animation time to use is actually quite inefficient.

    Also, something to remember, the normal attack string for this build is HS>Dis>Hack>Parry. When you simply want to beat something in the face without needing the extra +def from Parry, go with HS>Hack>Dis>Wait>Hack. In AoE situations, use Whirl>HS>Parry making sure to line up targets for Headsplitter to maximize the targets.

    As to your build, replacing the Hecatomb in Hack with Crushing Impact (presumably for cost reasons) put you over the rule of 5 for the 5% +rech set bonus, rendering the slotting itself rather pointless. Also, with Dull Pain running on perma, you're already over the +hp cap. The 2 piece Efficacy Adaptor set bonuses aren't really doing much for you in that context. If I were you, I'd stick with the original slotting I gave you for those powers because it actually generates better end/sec.
  19. Quote:
    Originally Posted by Ultimo_ View Post
    It wouldn't make them into tanks, they would have less health, less damage and no taunt effect (unless they use presence).
    Of course it wouldn't make them into tanks. That's not the point. It's that it would make them more survivable for less cost than self buffing entities while simultaneously allowing them to have greater team utility.

    If you're not sure about this, how about some math. Even you should be able to understand numbers, yes? Copied from an different thread discussing the exact same idea (here

    Quote:
    With just Maneuvers and SOs, an FF/* Defender is capable of putting out 44.5% +def to all positions and all damage types but psi (which just leaves 21.1% +def against non-positional psi attacks) for .44 end/sec. With SOs and Weave, an */SR Scrapper is capable of giving him/herself 36.3% +def to all positions and only 5.9% +def to all damage types for .57 end/sec.

    "But the Defender's lower hit point balances it out!" you say. How wrong you are...

    44.5% +def reduces incoming damage by 89% on average. This means that 11% of the damage is coming through. In order to be killed, it would require 9249 damage in a single instant to kill the Defender.

    36.3% +def reduces incoming damage by 72.6% on average. This means that 27.4% of the damage is coming through. In order to be killed, it would require 4885.4 damage in a single instant to kill the Scrapper.

    So the Defender would get 190% of the survivability of the Scrapper at 77% of the endurance cost and the Defender would be able to give this exact same level of defense to everyone else in the group whereas the Scrapper can only provide for him/herself.
    Now, if you further think that the damage disparity is going to equal that out, you're even more wrong. Operating under the assumption that the powersets are balanced to allow AT modifiers to be an accurate metric, the Scrapper would have 185% of the damage capabilities of the Defender. So the Defender would be 190% more survivable than the Scrapper while the Scrapper is only capable of 185% more damage, the Defender is using less endurance over any specific period of time thanks to Vigilance and lower endurance costs for its own survivability and the Defender is still fully capable of supporting a team whereas the Scrapper is pretty much static.

    Being able to target oneself with the single target buffs is not a balanced concept. Doing so would cause steep reductions in the effectiveness of said powers.

    I, for one, enjoy the fact that my FF fender can make Blaster unkillable and make any pug a dangerous force to be reckoned with. I accept the fact that she solos poorly as part and parcel of being able to render a team unkillable with barely any effort (and yes, 31.5 seconds every 4 minutes is barely any effort).
  20. Well, if you're aiming for the highest survivability possible, +regen isn't really going to do you much. You'd be much better off aiming for +def and more +rech.

    Slotting MoG for +def and +res is pretty much redundant because the defense is already over the softcap and the resistance is standing right on the line. The same logic applies to both Dull Pain and Instant Healing simply because getting the use the power more will contribute more than getting slightly larger numbers out of them. You'll get better returns off of slotting Parry as an attack and using it regularly rather than turning it into a purely defensive power. It already kills your DPS. You don't want to make it any worse.

    Try this build on for size. It'll be better damage thanks to having a better attack string along with the slotted procs. It'll also have better survivability because the */regen powers are all recharging faster and you've got a much more substantial base of defense to work off of. Endurance sustainability shouldn't even be an issue thanks to the Perf Shifter procs and +end accolades.

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

    Click this DataLink to open the build!

    Level 50 Natural Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Regeneration
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- Hectmb-Dam%(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(5), Hectmb-Dmg/EndRdx(5), Achilles-ResDeb%(7)
    Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(9)
    Level 2: Slice -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(13)
    Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(15), EndMod-I(15)
    Level 6: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(9), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(19)
    Level 8: Parry -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(21), T'Death-Dmg/Rchg(21), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(25)
    Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(29), Dct'dW-Rchg(29)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(31)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
    Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(33), Numna-Heal/Rchg(33)
    Level 18: Build Up -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(34)
    Level 20: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(33), Amaze-Acc/Stun/Rchg(34), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(40)
    Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(34), Aegis-ResDam/EndRdx/Rchg(36), Aegis-ResDam(37), Aegis-Psi/Status(50)
    Level 24: Hurdle -- Jump-I(A)
    Level 26: Disembowel -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(39)
    Level 28: Instant Healing -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(42), Dct'dW-Rchg(42)
    Level 30: Health -- RgnTis-Regen+(A)
    Level 32: Head Splitter -- Armgdn-Dmg(A), Armgdn-Dam%(36), Armgdn-Dmg/Rchg(42), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Acc/Rchg(43), Achilles-ResDeb%(43)
    Level 35: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(45), RechRdx-I(45), RechRdx-I(45)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
    Level 44: Stamina -- P'Shift-End%(A)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(50)
    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



    Here's another build of the same kind. Slightly worse in the survivability department but better endurance sustainability and better damage thanks to a little bit more recharge.

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

    Click this DataLink to open the build!

    Level 50 Natural Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Fitness
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(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-EndMod(A), P'Shift-End%(11), EndMod-I(13)
    Level 6: Build Up -- RechRdx-I(A), RechRdx-I(13)
    Level 8: Parry -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/EndRdx/Rchg(19), LkGmblr-Rchg+(19)
    Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(23), Dct'dW-Rchg(23)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(36), Zephyr-Travel(40), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(50)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(25)
    Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Regen/Rcvry+(27)
    Level 18: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33)
    Level 22: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(33), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(34), Stpfy-KB%(34)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
    Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(40)
    Level 30: Hurdle -- Jump-I(A)
    Level 32: Head Splitter -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(42), Armgdn-Dam%(42), Achilles-ResDeb%(43)
    Level 35: Health -- Mrcl-Rcvry+(A)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(43), RechRdx-I(45), RechRdx-I(45)
    Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 44: Stamina -- P'Shift-End%(A), P'Shift-EndMod(48), EndMod-I(48)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
    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
  21. Quote:
    Originally Posted by OneWhoBinds View Post
    It's the amount of slots and power selections that ties up, especially if I'm throwing Hasten into the mix as well.

    Your suggestion included Weave (tying up 3 powers to get) CJ or Hover (One more power), and Maneuvers (One power). That's three power pools and 5 powers. I would need to sacrifice the Fitness pool, or not put in Hasten.
    I never said take all of them. I said "and/or" implying that you should take at least some of them. None of my own Scrappers have Maneuvers, and I've got no plans to take it on any in the future. It's an option.

    As to the question of slots, that's just a facepalm moment. If you're not 6 slotting your attacks already, you're doing something wrong. Obliteration, Touch of Death, and Mako's Bite are all powers that have excellent enhancement values in powers that you should already be 6 slotting. Blessing of the Zephyr is simply huge returns for slots so it's not hard in the least to dump a couple extra slots into your travel power for what amounts to 2/3 of Weave for free.

    The very reason I listed all of those sets is because they fit in with little to no effort.
  22. Quote:
    Originally Posted by Calash View Post
    On the other topic that grabbed my interest Masterminds have been the "Tanks" of CoV since it came out. Bodyguard made it easier to draw the aggro to a single point. Brutes have always played as damage dealers more than aggro magnets.
    Once again, you're wrong in multiple senses.

    Tanking is more than simply taking an alpha, which is all that an MM is capable of doing without grabbing a power pool specifically for it. None of the pets actually have a taunt effect. All they have is a higher than normal threat generation number that is there simply to counteract the fact that they're each dealing significantly less damage than any other target making them substantially less likely to actually generate enough threat to steal aggro. MMs have about as much tanking capability as a */regen or */SR Scrapper: decent survivability, but no real threat generation ability beyond "I got to the spawn first".

    Brutes have actually got the tools to get and keep aggro beyond the alpha strike. They've got punchvoke and taunt auras. They've got loads of damage to further take advantage of those Taunt effects. A Brute will get aggro if he's actually in the thick of things simply because he's there. An MM will only get and keep the aggro if and only if no one deals more than 125% of the damage than any of his pets, which is actually pretty likely considering.

    Secondly, Brutes are actually more survivable in the tanking role than Masterminds. While solo, the MM has an advantage simply because the Brute's primary survivability advantage is derived from external buffs (re: really high caps). On a team, where the tanking role actually exists, the buffs will actually be available (or at least should be, if the team is built and played even remotely intelligently) to allow a Brute to capitalize on the higher caps and base numbers that it has got available.
  23. Quote:
    Originally Posted by Ultimo_ View Post
    Repulsion Bomb - This is the only credible attack in the set, and it only does as much damage as Power Bolts, a tier 1 attack. The damage should be increased, I would say double should be sufficient. The animation is a trifle long. Other than that it's fine as is.
    First off, it's an AoE. It's going to deal less damage than a single target attack. Interestingly enough, it's actually more damage than any comparable attack that Defenders have available from their secondaries. Plus, it's not target capped. It will attack every single target in the area of effect. I can't recall any other powers off the top of my head that are still like that (though I believe there is at least 1 other...). And it's got knockdown and a decent chance for a mag 2 stun. And it's got the 1.2 inherent power accuracy modifier. It's pretty much the omni-attack. Respectable damage, unlimited targets, large area, multiple control effects, and high accuracy (especially for an AoE). The only real problem that I've ever had with it is the fact that it's got a 30 second recharge. If that could be shortened a bit (to 20 seconds), I wouldn't mind in the least.
  24. Quote:
    Originally Posted by OneWhoBinds View Post
    Quote:
    Obliteration 6 piece, Mako's Bite 6 piece, Touch of Death 6 piece, Blessing of the Zephyr 2 and 3 piece, Gaussian's 6 piece, the Steadfast Protection 3% +def IO, taking Weave, Maneuvers, CJ, and/or Hover. Those are all of the big ones. Slotting those sets and taking those powers where you possible can easily net you positional defenses in your 20s. Stack that up with enough recharge to actually run a decent attack string/get the recharge of Recon down under 20 seconds and you'll be pretty well set.
    O_o

    Okay... any way to do that without gimping myself in some other way?
    The entire point of those sets is that they won't gimp you in some other way. Every single one of those sets gives you excellent enhancement values for the powers that they belong in. You were simply asking what can be used to give you a higher level of defense. Those are what is used in almost all cases and, even better, most of them aren't even that expensive.
  25. These are 2 comments I got from a build optimization thread on the Scrapper forums. Interestingly enough, the OP actually specifically thanked me for what I gave him.

    Refine my BS/WP build 08-18-2009 08:35 PM your the reason you jerk mids jockeys dupin makin impossible builds noone can ever afford so everyone has to farm and make more ae babies THINK OF THE CHILDREN!!!!1 your the ruin of this game

    Refine my BS/WP build 08-18-2009 09:36 AM how about you ask what they can build before you put a build up? because your build is about 10 time more INf then the buidl he posted and your really not helping again.