Vauluur

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  1. Quote:
    Originally Posted by Deus_Otiosus View Post
    If you think the devs are not considering IOs when they design new sets, then you really are not paying attention.

    I think you're just repeating something that keeps getting repeated because people repeat it.
    I'd actually expect them NOT to balance around IOs, since the original sets where not balanced around IOs and free players don't have access to the IO system.
  2. Quote:
    Originally Posted by Sarrate View Post
    It's actually pretty funny, but at release, the only difference between Katana and Broadsword was that Katana attacks recharged faster and did less damage. It was essentially in the same spot Broadsword is now.
    In fact, IIRC, I had the mindset that Katana was a crappy version of Broadsword when I made my main all those years ago. Funny how things change.
  3. I'll give a run-down of my basic thoughts on the currently available power selections. Head over to the beta forums to learn more about the additional choices that are on the way.

    Alpha:

    As you stated, it's pretty useful to fill holes in your build.

    Cardiac - Good for endurance reduction, in fact it pretty much solves any and all endurance issues. It also has a bonus to resistance powers in it, so if you have any powers that grant resistance you'll see a marginal benefit in those as well.

    Spiritual - If you have a lot of regeneration or heal powers then this is the way to go. While it boosts recharge, I find that many builds are able to have effective attack chains without it. So the main benefit is the healing boost. Of course, if you have a power that you'd like to use more frequently and is on a long timer (like a T9 from your secondary or something) then this can be useful as well.

    Musculature - If you have no problems with recharge or endurance on your current build, this is the way to go. The higher tiers will show substantial improvements to your damage output. That's assuming you already have an optimal attack chain. It can also solve minor endurance issues by giving Stamina a boost.

    Nerve - Don't take this. Ever. Most builds don't need any extra accuracy, and the defense bonus is insignificant.


    Interface:

    Reactive - This one is pretty much the usual choice. IMHO it's the only current one worth taking. T4 Reactive Radial gives you a 75% chance of dealing moderate fire DoT with each attack AND a 25% chance of applying a small debuff to resistance. That translates to significantly higher damage.

    It's worth noting that Interface is gaining a number of new options in i21.5 and many of them achieve a similar effect to Reactive. So if fire damage doesn't work with your concept, one of the new ones might.

    Destiny:

    Ageless - This is a possible option if you want Musculature Alpha but still have endurance or recharge problems.

    Rebirth - Arguably the most powerful option for a Scrapper. It allows you to put a major boost to your Regeneration on top of your existing mitigation. In almost all cases that gives you a very noticeable increase in lifespan. Of course, it would be foolish of me to not mention that this massive boost to Regen starts with a similarly massive PBAoE heal.

    Barrier - I could see a reason to take this on certain builds. If you are a Regeneration secondary especially. This power would allow you to add defense and resistance to your already incredible regen levels to achieve better layered mitigation. You might, however, get better mileage out of Ageless since it recharges your key powers more quickly. The weakest (constant at T4) bonus from Barrier, IIRC, is 5% defense and resistance to all.

    Clarion - Not much use on a Scrapper. You already have mez protection. A possible exception would be if you have a friend that you duo with who needs mez protection and is a free player.

    Judgement and Lore are pretty much all good. Pick whatever best fits your concept. I tend to prefer the damage pets to the buff pets for Lore, as I mainly use them on trials and there are huge buffs to everyone on those as it is.
  4. That sounds like a bug. I'm under the impression that the bonuses should stack, and therefore would be breaking the "Rule of Five". It could be a bug related to the names of the bonus, maybe?
  5. Quote:
    Originally Posted by Obitus View Post
    On the other hand, you'll never compete in kill speed on your BS/Invuln with his Blaster. Sadly, you have a low-DPS weapon set paired with a low-DPS Secondary. Doubly sad is that Invuln basically invalidates Parry, which is perhaps the main mechanical attraction of Broadsword. (You probably already know all of this, I'm mostly typing for the sake of typing here, just in case. Apologies if any of the above comes off as patronizing.)



    Yeah, if you want truly sustainable endurance (or near enough), you basically have two choices -- Body Mastery or Cardiac Alpha. Ageless Destiny would work too, but Rebirth's just too good on an Invuln to pass up. Personally I tend to favor the Cardiac approach, but you seem to have a pretty firm grasp on what does and what doesn't work for you, which is good. No one can tell you what you'll enjoy playing; we can only try to optimize what you do like.
    Yes, sadly I was about 12 years old when I made this character. Back then I wanted a tough guy with a sword, and understood little about the math of the game or even coming up with a much more complex concept for the character. In the intervening years of middle school, high school and college, the concept of the character has matured considerably. My understanding of the game's mechanics has as well. Were I to make this character today, he would be a Broadsword/Dark Armor. But I'm too attached to his badges to remake him. So now I just try to get as much mileage as I can out of the combination.

    I've actually got a Cardiac Alpha build on live right now, using Ball Lightning as an AoE opener. I find that I do significantly less damage against hard targets than I'd like. So I'm trying to get somewhere in a happy medium.

    A good example of needing more ST damage would be the UG trial I ran last week. In the "trap room" the league split up to the different corners before the DE spawned so that we could more quickly kill the crystals. Seeing that one corner was empty, I went there alone. While all the other crystals were being killed, I was able to kill the entire DE spawn around me (using inspirations and Judgement to help, naturally) except for the two Greater Devoured in the spawn. It took so long to kill them, that the rest of the league was in that corner to help by the time I had one of them down to 25% health.

    I do actually have T3 Ageless as well as T3 Destiny. I use Ageless when I'm on a TF team that already has a lot of heals and/or buffs. I figure it's ok in those cases to sacrifice the extra regen and healing to improve ST damage through better recharge.
  6. Quote:
    Originally Posted by Madadh View Post
    "Otherwise it probably won't be implemented," soon, I think you mean.

    And there really is no guarantee that any fix we suggest is going to get implemented at all, let alone soon, so asking for fixes to everything that BS needs fixed isn't unreasonable. Heck, it's not like the devs can't figure out how to just drop any potential new animations from the slate or save them for later if they decide they do want the mechanical fixes sooner.
    That's a fair point. If we are going to follow that line of thinking, then another possible option is to give Broadsword attacks faster animations that look a little smoother. That solves both the feel and the mechanical issues. I'm not good with DPA calculations, but with the proper animation times Broadsword could be a version of Katana that deals more damage and costs more endurance. IIRC, that's the way the two sets were back before Katana got its new animations. I'd be fine with seeing a change like that.
  7. That assumption is dependent on the devs putting everything onto beta for us to see prior to releasing it. I think that's a dangerous assumption to make. Just because they have a beta server doesn't obligate them to put everything on it. It's entirely possible that they have been spending a significant amount of internal testing time on Autumnal to get it ready for a surprise release.

    I'm just saying that right now the evidence for this being a new player set, small though it may be, is more significant than the evidence against it.
  8. The fact that she uses the Dual Blades animations hardly means this can't possibly be a new set. The power descriptions and icons still make me think this will be a set that is available for purchase. If someone can explain those, rather than focusing on "it doesn't fill a conceptual hole" then I might change my mind. Just because you don't like a set and it seems simlar to existing sets is not an acceptable argument against it being a possible new set. To be honest, I'm beginning to get sick of naysayers ignoring my repeated references to the icons and descriptions. Find evidence of a unique power an AV has that uses a description like these powers do. That will prove that the evidence for this being a new set is wrong. Saying "it's just a mish-mash of fire and ice and I want gadgets and dark" proves nothing.

    That said, I fully expect to see dark, gadgets, or both for free. Probably in Issue 22. And I imagine that Autumnal will be available on the Market either with Titan Weapons, or with Issue 22. It's supposed to be a surprise, after all.
  9. The difference between Broadsword and Katana isn't quite as big as it seems. Broadsword's animations make it feel slower. Broadsword, on average, deals more damage on each hit than Katana. It's animations are slower though, and it costs more endurance. But really, the endurance shouldn't be a problem with /Electric and you can get pretty good DPS if you have insane amounts of recharge.

    Of course, you could wait for Titan Weapons. That would be a unique experience compared to Broadsword and Katana. The disadvantage to that though, IIRC, is that Titan Weapons will give you less Defense than Parry or Divine Avalanche. Not a big deal, but it may factor into your decision.
  10. I would like to thank everyone for their help and extremely useful comments. I would also like to add that building to be able to solo on +4/x8 is more of a metric I'm using here to obtain the highest possible performance. In practice, I doubt I'll actually do a whole lot of soloing on that difficulty. As has been pointed out, there isn't a great amount of mechanical benefit to it (perhaps higher influence gain in the short term, but not over multiple missions).

    Perhaps it would be easier to explain like this. A friend of mine has a Beam Rifle/Mental Manipulation Blaster. On that character, he is capable of out-damaging the rest of the team - and surviving better than the Tanker in most cases. In fact, he sometimes goes ahead of the league on trials and kills spawns to make it go faster (he especially enjoys doing this on the Underground trial). In the interest of not being outdone, I want my main (the character I'm most often on when I'm in such trials) to be able to keep up.

    In the course of the 17 issues I've had this character as my main, I've tried many of the tactics that have been discussed. I've also tried both AoE attacks from the ancillary pools. I find that Fireball is superior to Ball Lightning, and with the proper slotting would probably be useful in a build. But, I also enjoy having much more sustainable endurance. Needing to create a Catch a Breath in the middle of an AV fight is far from ideal. So, having exhausted my own ideas, I turned to the forums and created this thread.

    The results are pretty much everything I had hoped for, so thanks again to everyone for their contributions. Oh, and I know it's kind of silly to compare a Scrapper build to a Blaster build for performance, but my friend's success annoys me :P
  11. Quote:
    Originally Posted by Da_Captain View Post
    Some of your statement is true, while all of the Characters you have listed have you uniquely created sets, one only one has a unique power and that is FrostFire, he can summon 2 imps and Jack Frost. However, Autumnal Assault has newly created powers like

    Antipodal Strike Melee, Extreme DMG(Fire/Cold/Lethal), Foe -Recharge, -SPD
    You draw a blade of ice and a blade of flame, striking your target with both in quick succession. The fire blade deals fire and lethal damage and sets the target ablaze, while the intense chill of the ice blade deals cold and lethal damage and will slow a target's movement and attack speed.

    Harvest Blades Melee, Moderate DMG(Fire/Cold), Minor DoT(Fire), -Recharge(Foe), -Speed(Foe, All)
    You draw a blade of ice and a blade of flame and slash your target. The fire blade deals fire damage and sets the target ablaze, while the intense chill of the ice blade deals cold damage and will slow a target's movement and attack speed.


    Autumnal Equinox Ranged, Superior DMG(Cold), Moderate DMG (Fire, DoT), Foe Hold, -SPD, -Recharge
    Calling on the strength of the seasons, you concentrate both ice and fire on your target. The target is held in a block of ice and is unable to move while they cook inside the block.

    That's 3 brand new powers.

    Now I am not saying that, those are the sets that are being worked on, but I will say this much, before Shield Defense became an active set, we knew Cimerorans had them and the only power they had was Phalanx Fighting.
    This exact train of thought is what led me to even bother considering that this was possibly the new Dom set. Also, look at the descriptions of these powers. They use the pronoun "You".

    Most unique powers in the game have descriptions like: "Statesman can call upon the power of Zeus in time of need." and use recycled icons. In this case, the icon is the same as Lightning Bolt.

    The Autumnal powers have new icons, with descriptions that don't say "Serene has hit you with blades of fire and ice!" but say "You draw a blade of ice and flame...." That is evidence enough for me that these sets will at some point be available to players.

    Of course, it's very possible that Doms get Dark or Illusion for free and Autumnal is a premium set you have to purchase. I wouldn't be surprised.
  12. Fireball causes redraw if you use it more than just as the first attack. I'd much rather have a spot for the second Performance Shifter in Physical Perfection. I have T4 Reactive Interface. That helps get quick kills.

    As far as AV soloing vs. soloing on x8 I'm kind of aiming to be able to do both. Since this is my main, it's the character I go to first when somethings going on and/or new content is released. Which means I want him to be able to do anything. If the Tank goes down on a TF against the AV, I want to pick up where he left off and keep the team safe until he's back in the fight. I want to walk into a new iTrial and know I'm not going to spend half of it face down on the floor. But, I also want to solo on x8 so I can get more influence and recipe drops if it's a slow day otherwise. So I pretty much need softcap against a single target. Although, Invincibility will help out even more in the time between when I respec and when I have all the recipes I need.

    As far as attack chain goes I pretty much alternate between Whirling Sword and Slice, hitting Bosses and Lts with Headsplitter and trying to catch multiple foes in it's narrow cone. To fill any gaps in that chain, I use Disembowel and Hack to take out targets that are either annoying or close to death. And if something runs away, I hit it with Blackwand.
  13. Quote:
    Originally Posted by DSorrow View Post
    I'd get Hasten in there instead of Assault so that you'd have perma DP. That combined with perma Rebirth will have you HP capped at all times with good regen. On top of that, you'd have Aid Self for spot healing when needed. Hasten would also help with damage dealing (more than Assault anyway). Endurance wise I don't think much would change, one less toggle to worry about and Conserve Power available more often.

    I'm still not sure about tactics. If you're not planning to slot it further, you'd get pretty much the same benefit out of a Kismet +ToHit (6% ToHit vs 7%) at no additional endurance cost. Of course, it's something that won't benefit your team, but I don't believe anyone expecting much in the name of buffs when they invite a Scrapper.
    Tactics is in there not so much for a buff to accuracy as for resistance to confusion. The trials tend to include a lot of potential for confusion, like the escaping mindwashed resistance members and the Avatar of Hamidon. Confusion resistance in any amount is valuable for those situations. I might consider dropping it regardless and relying on Breakfrees, but dropping Assault for Hasten seems to make sense either way.

    Edit:
    I'm glad I went into the build to make that change, as I found 2 unused slots. I was able to put Hasten in with 2 recharge IOs and put a Kismet in Maneuvers.
  14. I was able to get Aid Self by dropping Provoke and Slash. This resulted in a drop in S/L defense so I had to put in the PVP +3% to stay softcapped against a single opponent. This build has Spiritual selected as the Alpha power. I like what I see with this. It should be a very tough build once I get everything I need for it. If I get Rebirth up to T4, I should have a fairly high regen rate all the time. Add Dull Pain and Aid Self to that mix, together with softcapped defense and the mixed bag of resistance that Invuln offers, and I don't see many deaths in the future of this character. Any obvious errors I've made with this build?

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Rorn: Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Invulnerability
    Power Pool: Leadership
    Power Pool: Medicine
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Acc/EndRdx/Rchg(31)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(5)
    Level 2: Slice -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(33), C'ngBlow-Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Rchg(34)
    Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(25)
    Level 6: Build Up -- RechRdx-I(A), RechRdx-I(48)
    Level 8: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(11)
    Level 10: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13)
    Level 12: Aid Other -- IntRdx-I(A)
    Level 14: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(19)
    Level 18: Whirling Sword -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Rchg(40)
    Level 20: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(23)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def(25)
    Level 24: Tactics -- EndRdx-I(A)
    Level 26: Disembowel -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Acc/EndRdx/Rchg(43)
    Level 28: Invincibility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(29), LkGmblr-Rchg+(29)
    Level 30: Assault -- EndRdx-I(A)
    Level 32: Head Splitter -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(43), C'ngBlow-Dmg/Rchg(43), Erad-Acc/Rchg(45), Erad-Acc/Dmg/Rchg(45), Erad-Acc/Dmg/EndRdx/Rchg(45)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 38: Conserve Power -- RechRdx-I(A)
    Level 41: Physical Perfection -- P'Shift-End%(A)
    Level 44: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Heal(46), Dct'dW-Rchg(48), IntRdx-I(48)
    Level 47: Resist Elements -- GA-3defTpProc(A)
    Level 49: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(50), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50)
    Level 50: Spiritual Core Paragon
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(11)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(7), EndMod-I(7)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 23.5% Defense(Smashing)
    • 23.5% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 21.63% Defense(Energy)
    • 21.63% Defense(Negative)
    • 6% Defense(Psionic)
    • 14.75% Defense(Melee)
    • 13.81% Defense(Ranged)
    • 6% Defense(AoE)
    • 5.4% Max End
    • 40% Enhancement(RechargeTime)
    • 8% Enhancement(Heal)
    • 5% FlySpeed
    • 120.5 HP (9%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 20.35%
    • MezResist(Terrorized) 4.4%
    • 3% (0.05 End/sec) Recovery
    • 40% (2.23 HP/sec) Regeneration
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 5% RunSpeed



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  15. I actually already have numerous incarnate powers, including T3 Destiny with the +Regen. I don't have Spiritual up to T3, but I have it at T1 or T2 so it shouldn't take long to get it.

    I'm actually slightly concerned about endurance management in this build, as a lot of the attacks don't have a great amount of endurance reduction slotted in them. I guess if I don't get too unlucky with the Performance Shifters I'll be ok though. I'll see if I can fit Aid Self and Hasten in. Aid Self and Rebirth almost feels like overkill, but I could see needing both.
  16. This is the build I've come up with on my own. Not perfect, and it has to resort to Kinetic Combats. But it looks pretty good to me. Thoughts?

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Rorn: Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Invulnerability
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Presence
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack
    • (A) Kinetic Combat - Accuracy/Damage
    • (27) Kinetic Combat - Damage/Endurance
    • (27) Kinetic Combat - Damage/Recharge
    • (31) Kinetic Combat - Damage/Endurance/Recharge
    • (31) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (31) Mako's Bite - Accuracy/Endurance/Recharge
    Level 1: Resist Physical Damage
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (3) Reactive Armor - Resistance/Endurance
    • (3) Reactive Armor - Resistance/Recharge
    • (5) Reactive Armor - Resistance/Endurance/Recharge
    • (5) Reactive Armor - Resistance
    Level 2: Slice
    • (A) Cleaving Blow - Accuracy/Damage
    • (33) Cleaving Blow - Damage/Endurance
    • (33) Cleaving Blow - Damage/Recharge
    • (33) Eradication - Accuracy/Damage/Endurance/Recharge
    • (34) Eradication - Accuracy/Damage/Recharge
    • (34) Eradication - Accuracy/Recharge
    Level 4: Dull Pain
    • (A) Doctored Wounds - Heal/Endurance
    • (15) Doctored Wounds - Endurance/Recharge
    • (15) Doctored Wounds - Heal/Recharge
    • (19) Doctored Wounds - Heal/Endurance/Recharge
    • (25) Doctored Wounds - Heal
    Level 6: Build Up
    • (A) Recharge Reduction IO
    • (48) Recharge Reduction IO
    Level 8: Temp Invulnerability
    • (A) Reactive Armor - Resistance/Endurance
    • (9) Reactive Armor - Resistance/Recharge
    • (9) Reactive Armor - Resistance/Endurance/Recharge
    • (11) Reactive Armor - Resistance
    Level 10: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (13) Luck of the Gambler - Defense
    • (13) Luck of the Gambler - Defense/Endurance
    Level 12: Slash
    • (A) Kinetic Combat - Accuracy/Damage
    • (34) Kinetic Combat - Damage/Endurance
    • (36) Kinetic Combat - Damage/Recharge
    • (37) Kinetic Combat - Damage/Endurance/Recharge
    • (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (37) Mako's Bite - Accuracy/Endurance/Recharge
    Level 14: Kick
    • (A) Empty
    Level 16: Unyielding
    • (A) Reactive Armor - Resistance/Endurance
    • (17) Reactive Armor - Resistance/Recharge
    • (17) Reactive Armor - Resistance/Endurance/Recharge
    • (19) Reactive Armor - Resistance
    Level 18: Whirling Sword
    • (A) Cleaving Blow - Accuracy/Damage
    • (39) Cleaving Blow - Damage/Endurance
    • (39) Cleaving Blow - Damage/Recharge
    • (39) Eradication - Accuracy/Damage/Endurance/Recharge
    • (40) Eradication - Accuracy/Damage/Recharge
    • (40) Eradication - Accuracy/Recharge
    Level 20: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (21) Reactive Armor - Resistance/Recharge
    • (21) Reactive Armor - Resistance/Endurance/Recharge
    • (23) Reactive Armor - Resistance
    Level 22: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (23) Luck of the Gambler - Defense/Endurance
    • (25) Luck of the Gambler - Defense
    Level 24: Tactics
    • (A) Endurance Reduction IO
    Level 26: Disembowel
    • (A) Kinetic Combat - Accuracy/Damage
    • (40) Kinetic Combat - Damage/Endurance
    • (42) Kinetic Combat - Damage/Recharge
    • (42) Kinetic Combat - Damage/Endurance/Recharge
    • (42) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (43) Mako's Bite - Accuracy/Endurance/Recharge
    Level 28: Invincibility
    • (A) Luck of the Gambler - Defense/Endurance
    • (29) Luck of the Gambler - Defense
    • (29) Luck of the Gambler - Recharge Speed
    Level 30: Assault
    • (A) Endurance Reduction IO
    Level 32: Head Splitter
    • (A) Cleaving Blow - Accuracy/Damage
    • (43) Cleaving Blow - Damage/Endurance
    • (43) Cleaving Blow - Damage/Recharge
    • (45) Eradication - Accuracy/Recharge
    • (45) Eradication - Accuracy/Damage/Recharge
    • (45) Eradication - Accuracy/Damage/Endurance/Recharge
    Level 35: Tough Hide
    • (A) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense
    • (36) Luck of the Gambler - Defense/Endurance
    Level 38: Conserve Power
    • (A) Recharge Reduction IO
    Level 41: Physical Perfection
    • (A) Performance Shifter - Chance for +End
    Level 44: Provoke
    • (A) Perfect Zinger - Taunt
    • (46) Perfect Zinger - Taunt/Recharge
    • (46) Perfect Zinger - Taunt/Recharge/Range
    • (46) Perfect Zinger - Accuracy/Recharge
    • (48) Perfect Zinger - Taunt/Range
    • (48) Perfect Zinger - Chance for Psi Damage
    Level 47: Resist Elements
    • (A) Resist Damage IO
    Level 49: Resist Energies
    • (A) Reactive Armor - Resistance/Endurance
    • (50) Reactive Armor - Resistance/Recharge
    • (50) Reactive Armor - Resistance/Endurance/Recharge
    • (50) Reactive Armor - Resistance
    ------------
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (11) Miracle - +Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Performance Shifter - EndMod
    • (7) Performance Shifter - Chance for +End
    • (7) Endurance Modification IO
    Level 1: Brawl
    • (A) Empty
    Level 1: Critical Hit
    Level 1: Sprint
    • (A) Run Speed IO
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 23.63% Defense(Smashing)
    • 23.63% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 18.63% Defense(Energy)
    • 18.63% Defense(Negative)
    • 3% Defense(Psionic)
    • 13.31% Defense(Melee)
    • 10.81% Defense(Ranged)
    • 3% Defense(AoE)
    • 5.4% Max End
    • 40% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 5% FlySpeed
    • 120.5 HP (9%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 23.65%
    • MezResist(Terrorized) 4.95%
    • 3% (0.05 End/sec) Recovery
    • 50% (2.79 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 5% RunSpeed



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  17. I'd like to get my main, a Broadsword/Invuln Scrapper, as powerful as possible. He is the character I most enjoy playing, and the one I prefer to bring to trials and task forces. But, I want him to be as impressive mechanically as possible for his sets. Ideally, I want to be able to do things like cut my way through an extra spawn off to the side at the same speed the team takes out the spawn they are focused on - in task forces and trials as well as normal teams.

    The problem I'm having is that I can't find a way to cram all the bonuses I want into a single build. I'm trying to get a constant damage buff to help fill the gap in levels between my character and purple enemies. However, I am also trying to get softcapped defense and enough recharge for key powers to be up as much as possible.

    So, I need some ideas from other Scrappers. The best type of bonus to focus on, how to get enough it, etc. Meanwhile, I'll continue working on my build in Mids. Any example builds that you can post with your advice would be very appreciated. As a final note, price isn't much of concern. I'm willing to work at getting this build for as long as needed. What is a concern is availability of recipes. So Kinetic Combats and purple recipes are more or less off the table - unless there is no other option.
  18. Quote:
    Originally Posted by Talen Lee View Post
    You ever heard of Ghost Widow?
    She doesn't have a whole set. She has the patron powers that are available to players. Though those were introduced an issue later.
  19. Quote:
    Originally Posted by Brynstar View Post
    Did anyone happen to notice that Sorceress Serene's profile shows her as being an Autumnal Control/Autumnal Assault Dominator.........
    See thread a few above this one (presently). It's about exactly that.
  20. The only conceivable use for Hasten would be to get the shield attack back up more often, but if you added Spring Attack then alternating them should work just as well. Stealth as a power is virtually useless except as a LotG +recharge mule. There are plenty of temp powers and/or IOs that can replace it.
  21. Well, I'm up to level 10. Greatly enjoying the ability to drop from Nova to hit Radiant Strike and switch back to keep blasting away. It's a very fast paced playstyle. I hope it stays that way all 50 levels.
  22. Vauluur

    DP and Procs

    Quote:
    Originally Posted by Celica View Post
    I tried searching, but my search fu is weak.

    Specifically, I've noticed in mids that most DP attacks can take a LOT of procs from the different effects that they have. Do you lose the proc ability with ammo changes?

    I've also noted a number of people consider DP damage to be less than desired. Is loading up with procs a decent way to balance this? 4-5 damaging procs should, on average, at least proc once every hit. A bad roll would be pretty weak, sure, but a good one could be devastating.

    Is it too much of a gambler's idea? Anyone tried it with decent results?
    Well, I can't answer the part about the ammo switch. I'd try it on the test server. What I can say is that more than 1-2 procs per power is a bad idea. I'd say if you can get decent enhancement values with the procs in there then it's ok to have just 1 or 2. Gimping the power to get procs will have low performance.

    Most complaints about DP revolve around the long animation times because that lowers the overall damage per activation.
  23. Quote:
    Originally Posted by Lord Rahvin View Post
    What about Autumnal Melee...?
    If that happens, I'm re-rolling my main character with a subtly different name so I can keep the one with all the badges on a dusty shelf someplace lol.
  24. Quote:
    Originally Posted by TwoHeadedBoy View Post
    You didn't deserve a serious response. Sure a lot of the Kheldian lore is "iffy," but that hardly equates to everything about Kheldians being stupid and irrelevant like you seem to think. You said VEAT's fit more into the main storyline that Khelds do? Arachnos are the second fiddle, lol Villains compared to Praetorians, who are in turn gearing up to be the second class lol Villains to the Battalion.

    That makes Arachnos... What, third class villains by association. They are pretty much the 'Skulls' of the end game. Also, the Battalion enslaved and used Kheldians as ship fuel. That's the new uber villain group on the block. While Arachnos are busy getting their artifacts back from the Circle of Thorns or whatever, a bunch of Kheldians with new found god-like abilities from the Well of the Furies are gonna be bringing the revenge-fueled-megahurt to the Battalion.

    Talk about irrelevant story lore, Arachnos (See: The VEAT's you spoke of, aka Arachnos Epic Archetypes) are probably at the top of the list right now.
    The whole Battalion bit is what inspired to investigate HEATs again. Which in turn led me to discover the PB changes, and thus I now am leveling a PB. I always saw the VEATs as kind of a lame grasp at appeasing players actually. Rather than Blood of the Black Stream and Coralax, villains got Arachnos soldiers. IMO, VEATs are kind of a rip off.
  25. Quote:
    Originally Posted by Jibikao View Post
    The only fear I have in Whip Assault is "weapon draw". Dominator switches between primary and secondary all the time and I would hate it if it causes weapon draw. Making a Whip Control would make Whip/Whip a "natural" combo.

    Somebody claimed Thorny Assault actually doesn't have weapon draw delay but I feel it does.
    Thorny Assault is a clone of Spines, in many ways. Spines has the old kind of weapon draw delay where it delays after each attack regardless of whether or not they are already out. The devs left it that way because it has so many secondary effects on the powers they couldn't justify giving it the faster attacks. I would expect Thorny Assault to have the same thing going on, but I could be wrong.