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Posts
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Joined
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Oh wells i made both and we'll see how they go
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so i want to pair archery with cold domination (or storm summoning-tho the amount of redrawing you have to do is annoying at times) and I'm unsure whether to play defender or a corrupter the stats suggest much of a muchness (except the shields) but I'm asking ppl with experience of both or one or the other which works better. Asking for a preference i guess.
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A couple of things.....
1. First you have 3 self heals isnt that a little over the top with siphon life alone your getting 20% heal every 3.54 secs(with hasten up)
2. Your +hp set bonuses are wasted your 255 hps over the cap once youve activated dull pain.
3. With all those heals why do u need such high regen rate. It seems to me like your building your like a willpower toon.
4. As a invuln toon with an abundance of self heals and end recovery tool I'd prioritize def, recharge and a little recovery with set bonuses.
well more then a couple things Oo -
What about spiritual Core paragon and Illusion trollers. Now not only can I perma PA and ill be able to get some defense as well
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When my sm/sd waltzes into the stage there is much screen shaking followed by massive loss of life. Gotta love the crunch
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If your willing to pair stone with another secondary other then wp or invuln stone/sd is certainly fun with Shield Charge some much needed AoE and AAO really makes seismic smash hit real hard
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Well on my db/inv ill choose either maneuvers or medicine pool after i19 goes live. If i get maneuvers i can remove some of some def bonus mule powers to use for other things. Or if I get aid self and aid other I can focus on recharge bonuses rather then regen which should help out slot wise
If you choose new powers strategically you save slots or as others have said get a few extra powers that need no further slots (like a travel power :P)
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This was my planned Ill/cold build rather expensive even for me less defense but it is Perma PA it hasn't been changed for i19 yet but because is almost perma heat loss I wasn't gonna bother with stamina.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Illusion Control
Secondary Power Set: Cold Domination
Power Pool: Leaping
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Ice Mastery
Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(5), Apoc-Dmg(11)
Level 1: Infrigidate -- Acc-I(A)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(5), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(13), Decim-Acc/EndRdx/Rchg(15)
Level 4: Deceive -- CoPers-Acc/Rchg(A), CoPers-Conf/Rchg(7), CoPers-Conf%(7), CoPers-Conf/EndRdx(9), CoPers-Acc/Conf/Rchg(9)
Level 6: Ice Shield -- LkGmblr-Rchg+(A)
Level 8: Jump Kick -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(13), KinCrsh-Rchg/KB(42), KinCrsh-Rechg/EndRdx(42), KinCrsh-Acc/Dmg/KB(48), KinCrsh-Dmg/EndRdx/KB(50)
Level 10: Glacial Shield -- LkGmblr-Rchg+(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 14: Aid Other -- Panac-Heal/EndRedux(A), Panac-Heal/EndRedux/Rchg(15), Panac-Heal/Rchg(21), Panac-EndRdx/Rchg(23), Panac-Heal(25)
Level 16: Aid Self -- Panac-Heal/EndRedux(A), Panac-Heal/EndRedux/Rchg(17), Panac-Heal/Rchg(17), Panac-EndRdx/Rchg(19), Panac-Heal(21)
Level 18: Phantom Army -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(27), S'bndAl-Acc/Rchg(27), ExRmnt-Acc/Dmg/Rchg(29), S'bndAl-Build%(31)
Level 20: Super Speed -- Clrty-Stlth(A)
Level 22: Arctic Fog -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def(33)
Level 24: Flash -- UbrkCons-EndRdx/Hold(A), UbrkCons-Hold/Rchg(25), UbrkCons-Dam%(29), UbrkCons-Acc/Hold/Rchg(33), UbrkCons-Acc/Rchg(34)
Level 26: Spectral Terror -- Abys-Acc/Fear/Rchg(A), Abys-Fear/Rng(34), Abys-Acc/EndRdx(34), Abys-EndRdx/Fear(36), Abys-Acc/Rchg(36)
Level 28: Benumb -- Acc-I(A), RechRdx-I(31), RechRdx-I(46), RechRdx-I(46)
Level 30: Group Invisibility -- LkGmblr-Rchg+(A)
Level 32: Phantasm -- C'Arms-Dmg/EndRdx(A), C'Arms-Acc/Dmg(36), C'Arms-+Def(Pets)(37), C'Arms-Acc/Dmg/Rchg(37)
Level 35: Sleet -- Posi-Dmg/EndRdx(A), Achilles-ResDeb%(37), Posi-Dmg/Rchg(39), Posi-Dam%(39), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40)
Level 38: Heat Loss -- P'Shift-Acc/Rchg(A), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Rchg(40), P'Shift-EndMod/Acc/Rchg(45)
Level 41: Ice Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(43), Apoc-Dmg/EndRdx(43), Apoc-Dam%(43)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(45), LkGmblr-Rchg+(46)
Level 47: Ice Storm -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50), Ragnrk-Knock%(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run -
Make a dm/fa scrapper with max recharge and shadow meld
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I would usually say reasonable goals to aim for is enough recharge to almost perma or dull pain, s/l in the mid to high 30s, with f/c and e/n in the low 30s and enough recovery or end red to support your attack chain (whether you use combos or not). Once you get to those goals I'd work on some regen too.
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i can give u a range of db/inv builds but its really dependent on ur budget
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a question is follow up useful for brutes or not
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Quote:perhaps but there are many +recovery powers what about a auto/power that provides end reduction to powers based on the number of foes around them.While I agree, that lack of toggle dropping has made click mez resistance a bit harder, have you thought about instead, trying to get the recharge down, so it's still perma once you take into account SOs and exemping.
Though I wouldn't mind AOE/Range Defense combined into one, and then having the level 35 power becoming a passive Adrenaline Boost!
Super Efficiency: Your mastery of extra ordinary reflexes manifests itself when surrounded by foes. The more foes surround you the more your heightened reflexes allow your attacks to increase in efficiency. Your attacks become a blurr and the enemy tires out faster unable to hit you.
The buff wouldnt be much like 20% end reduction with 10 foes in range and maybe a slight recovery debuff on them too. Brutes could have their taunt aura here too. A tohit debuff would be more thematic but perhaps a little too powerful. A damage debuff though would be nice and would help out the times when your scrapper/brute does get hit -
Good news for my fire/ice tanker and perhaps ill now roll an km/fa instead of km/sd (perhaps)
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For me it adds a whole new variety to your scrapper/brute/stalker/tanker. Is your brute end hungry?? Go get physical perfection. I imagine ice storm would be fun too. I was say gonna shurikens for stalkers would be thematic for them however since you can get caltrops in both ninjustu and in scrappers weapons mastery i assume stalkers will get tankers epics
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Quote:Was it neccessary to soft cap my scrapper?? Not really but I did want to see how much more durable it made my toon. I'm considering (depending on how my current build goes) swapping out maneuvers and putting in hasten so I'm perma DP and comparing survivability. When your surrounded by 6 cimeroran bosses 50% DDR does little to prevent defense cascade failureThere is no reason to soft cap an inv scrapper to S/L damage *With one foe in range* if your goal is to make an AoE Death machine for ITF speed runs. Get tough, weave, and shoot for around 35% with 1 foe in range and you'll be more than fine.
Make sure to get fireball, its too awesome to pass up. -
A fire/shield scrapper would be jawesome but I already have a tricked out sm/shield brute (I love me some smash) and a spines/inv is rather difficult to cap with s/l due aforementioned lack of single target attacks (I'd build one if i didnt already have my db/inv). The tohit in invincibility is quite handy though especially if you slot a 2 or 3 enzymes in the power (like around 30ish tohit with 10 enemies in range) and its something I would miss quite abit on a /sr toon.
On another point which of the 3 AoEs which do ppl tend to drop first once you get past a certain level of global recharge. I'm thinking spine burst even though its much less trouble to aim it. -
Yeah until you can get DDR with IOs I'd say SR still has its niche. I do agree that SR could do with a small buff like +max health or prehaps even instead of +res having +def as health goes down.
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As my db/inv build nears completion I'm considering a new scrapper to be a ITF speed runner. I've decided on spines for the primary but I'm tossing up between Inv, sr and wp.
Now I love inv and it has awesome durability (with IOs) but Ive got one 50 already and don't know if I could stand leveling another.
Now now I haven't heard much about other spines/sr scrappers I'm gathering cause it is a rather end heavy combo however it can be fixed with physical perfection, judicious slotting of IOs and uniques. It also requires a lot less inf to cap def either and the awesome def debuff res is good against cimerorans. My only concern is the lack of resistance to take those hits when they eventually do land (I haven't played one in an ITF before so not sure how it fairs)
Willpower I have never gotten very high due to the rather blandness of the powers (awesome but bland) Now I'm thinking that spines being rather AoE heavy will make up for this a bit and quick recovery will help in the end department and free up slots to get more attacks and the like. The thing that stops me from rolling one immediately is the lack of defense debuff resistance in wp which could be a killer in an ITF. But again this is conjecture since Ive never run one on a ITF.
Just looking for opinions and experiences to help me decide. -
Yeah just use 4 of the smashing haymaker instead and get the kinetics eventually
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mocking beratement gives like 1.8 extra end 2.5 % extra l/s def 3.13 c/f def and 7.5 % recharge such awesome stats even if u dont use the taunt. With sets you have understand that you only put in as much of the set that has the bonuses you want, there is no point to 6 slotting if the 6th slot isnt useful. Also sometimes a power has no useful sets you want to use in that case you might want to frankenslot it or in plain speak your using different IOs from different sets to improve the powers attributes(Accuracy, Damage,end reduction) to being capped. The case your referring to I think is Dragons Tail where Ive got 3 of eradication and 3 of cleaving blow this cause 3 of erads gives me 3.13 e/n def and 3 of cleaving blow gives me 1.25 e/n def which is 4.38 e/n def total which is unconventional but i like. This is the fun I find of IOing out toons of mixing and matching around sets.
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Here is a quick build using my tips I did get rid of one of your attacks but i did fit in tough and weave. Other then the uniques and some of the erads its not terribly expensive and gives you good def
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
DJEM: Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (3) Kinetic Combat - Damage/Recharge
- (5) Kinetic Combat - Damage/Endurance/Recharge
- (15) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (5) Reactive Armor - Resistance
- (7) Reactive Armor - Resistance/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (7) Reactive Armor - Endurance
- (9) Reactive Armor - Resistance
- (9) Reactive Armor - Resistance/Endurance/Recharge
- (13) Reactive Armor - Resistance/Recharge
- (A) Doctored Wounds - Heal/Endurance
- (11) Doctored Wounds - Endurance/Recharge
- (11) Doctored Wounds - Recharge
- (13) Doctored Wounds - Heal/Recharge
- (39) Doctored Wounds - Heal/Endurance/Recharge
- (A) Empty
- (A) Kinetic Combat - Accuracy/Damage
- (19) Kinetic Combat - Damage/Endurance
- (21) Kinetic Combat - Damage/Recharge
- (21) Kinetic Combat - Damage/Endurance/Recharge
- (23) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (17) Reactive Armor - Resistance
- (19) Reactive Armor - Resistance/Recharge
- (A) Mocking Beratement - Taunt
- (15) Mocking Beratement - Taunt/Recharge
- (17) Mocking Beratement - Taunt/Recharge/Range
- (25) Mocking Beratement - Accuracy/Recharge
- (39) Mocking Beratement - Recharge
- (42) Mocking Beratement - Taunt/Range
- (A) Defense Buff IO
- (25) Defense Buff IO
- (37) Kismet - Accuracy +6%
- (A) Aegis - Resistance/Endurance
- (27) Aegis - Resistance/Recharge
- (27) Aegis - Endurance/Recharge
- (29) Aegis - Resistance/Endurance/Recharge
- (29) Steadfast Protection - Resistance/+Def 3%
- (A) Kinetic Combat - Accuracy/Damage
- (31) Kinetic Combat - Damage/Endurance
- (31) Kinetic Combat - Damage/Recharge
- (31) Kinetic Combat - Damage/Endurance/Recharge
- (33) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (23) Reactive Armor - Resistance
- (33) Reactive Armor - Resistance/Endurance/Recharge
- (34) Reactive Armor - Resistance/Recharge
- (A) Healing IO
- (37) Regenerative Tissue - +Regeneration
- (40) Numina's Convalescence - +Regeneration/+Recovery
- (40) Miracle - +Recovery
- (A) Empty
- (A) Eradication - Accuracy/Damage/Recharge
- (34) Eradication - Accuracy/Damage/Endurance/Recharge
- (34) Eradication - Accuracy/Recharge
- (36) Cleaving Blow - Damage/Endurance
- (36) Cleaving Blow - Accuracy/Damage
- (36) Cleaving Blow - Damage/Recharge
- (A) Accuracy IO
- (A) Performance Shifter - EndMod
- (33) Performance Shifter - Chance for +End
- (39) Performance Shifter - EndMod/Recharge
- (40) Performance Shifter - EndMod/Accuracy
- (A) Crushing Impact - Damage/Endurance
- (42) Crushing Impact - Accuracy/Damage
- (42) Crushing Impact - Accuracy/Damage/Recharge
- (43) Crushing Impact - Accuracy/Damage/Endurance
- (43) Crushing Impact - Damage/Endurance/Recharge
- (A) Gift of the Ancients - Defense/Endurance
- (37) Gift of the Ancients - Defense/Endurance/Recharge
- (43) Gift of the Ancients - Defense/Recharge
- (45) Gift of the Ancients - Defense
- (A) Defense Buff IO
- (46) Defense Buff IO
- (A) Recharge Reduction IO
- (46) Recharge Reduction IO
- (A) Reactive Armor - Resistance/Endurance
- (45) Reactive Armor - Resistance/Endurance/Recharge
- (45) Reactive Armor - Endurance/Recharge
- (46) Reactive Armor - Resistance
- (A) Gift of the Ancients - Defense/Endurance
- (48) Gift of the Ancients - Defense/Endurance/Recharge
- (48) Gift of the Ancients - Defense
- (48) Gift of the Ancients - Defense/Recharge
- (50) Gift of the Ancients - Endurance/Recharge
- (A) Endurance Modification IO
- (50) Endurance Modification IO
- (50) Performance Shifter - Chance for +End
Level 1: Brawl- (A) Damage Increase IO
- (A) Run Speed IO
- (A) Healing IO
Level 49: Ninja Run -
Recipe bonuses:
melee attacks: kinetic combats or smashing haymaker for s/l def
PbAoE: eradication for e/n def or full set of Obliteration for s/l def or multistrike for c/f and s/l
ranged: thunderstrike for e/n def
res armors: reactive armor gives e/n def for 3 of the set and s/l and f/c for 4 and 5 of the set respectively Aegis is very good for c/f defense
the taunt recipes perfect zinger and mocking beratement give good bonuses for s/l def and some recharge too.
The idea is to with one person in invulnerability range to have about 35-40+% to s/l and 30ish in c/f/n/e defense.
General build Advice:
Try and fit in tough and weave from the fighting pools. With tough you will be close to capping your s/l res and weave gives you extra 6ish def to everything. Instead of hover get combat jumping instead costs less end gives you greater combat maneuverability still gives you the same def bonus. Get rid of focused accuracy and get a kismet +6 accuracy IO instead: it will save you end unless you choose to dedicate more slots to it, it is a waste.(especially if you've gotten tough and weave to run) Try and get the numina and miracle uniques as well as well as the performance shifter chance for end in stamina.
As for improving the stuns and kb of the MA powers I wouldn't bother most are pretty infrequent and unreliable and would properly reduce the damage output too much