Warkupo

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  1. Quote:
    Originally Posted by MrNotorion View Post
    So...
    Why does everyone quote me all the time, forcing me to think up some elaborate reply to explain the obvious to whoever is poking me. There were plenty of other posts all sharing my sentiment, but you chose me to launch your argument. It's not fair.

    Listen, I don't even disagree with you, some more varied architecture would be appreciated, and probably fulfilled in Going Rogue. But you aren't OP, and OP is the one I'm giving snark, and if you can't figure out why I'm not going to tell you.
  2. I don't like it personally, but I understand why the devs would want the City of Heroes forums to be focused on... Well, City of Heroes. As it stands, very few people really use this forum, and a lot of people playing the game are clueless about quite a number of things as a result.

    I will miss the character of the forum personally, but it's not like I'm not used to moving on at this point, and I'm probably feeling a tinge over-dramatic. Warkupo's do not like change; we are sticks in the mud.
  3. If Rhode Island has sports teams they probably don't reside in Paragon City, nor would I imagine they'd want too.

    Hard to get a lot of attention for baseball when some guy is having a fight with an alien space ship just overhead. Granted, a string of yarn is more interesting and complex than baseball, so that isn't saying much.
  4. Warkupo

    DB/??

    The thing I'm told is most commonly irritating about DB is that the combo system is a bit counter intuitive to sets that require a lot of click powers, such as the Regeneration secondary. While I do think the moaning is a bit exaggerated, I'll admit it has, once or twice, messed up a combo.

    That said, it meshes pretty well with most secondaries as it's knock down abilities will give you breathing room regardless of how else you like to mitigate damage. My personal favorite is Willpower because I feel like the taunt effect in Rise to the Challenge helps bring more fodder into my bladed circle of death.
  5. With a good team (one that listens and sticks together) I don't think you should have much trouble.

    While I know everyone hates 'T3h h34l0r" this is the level range where that sort of thing really shines since the mitigatory powers of other defenders and your team mates probably isn't very well developed yet. An Empath or/and a Kin can really help out with the mission. Someone who can up the team's fire resistance is also very effective here, since the Igneous are pretty good at shrugging off control abilities at this level and can swarm a group pretty quickly with their high movement and plethora of ranged abilities.

    Going through the Troll Caverns really isn't too difficult, and if you take advantage of the explosives they carry with them you can easily blaze through it. This means you will want some ranged characters, and probably a tank to taunt off the survivors so they don't nail the blaster for his shenanigans. I don't even usually have the area mapped out and can usually figure out where to go with the map marker and keeping my map open to see where we have already been.

    The lava part really requires your team to stay together, and if you got someone who can put up fire armor you will really shine in this place. Many of the enemies like to hide in the lava so it's very important that you travel through each of the tunnels, as a team, clearing them out without leaving anyone at the obelisks until the entire area is secure. Because it's such a long way back, a few deaths are often impossible to recover from and it's a really good idea that your team be sporting self rez inspirations. The most important things to do are to stay together and let the Igneous come to you. So long as you can keep from getting swarmed you should do fine.

    Finally, don't get paranoid about how much time you have left to complete the TF, as this, in my experience, is the key to why most people have such a hard time with this TF.
  6. Quote:
    Originally Posted by Decorum View Post
    Is it really that much better to say "the updates are included at no extra charge with your monthly subscription"? Yes, technically, they're not "free", but they're not "extra" either.

    Are we really having this conversation?
    I just don't want anyone falling for evil marketing schemes =O

    My grandmother will routinely buy things like the slap-chop for 30 dollars because "it came with another slap-chop which was FREE."
  7. Quote:
    Originally Posted by Samuel_Tow View Post
    Unless you paid money to be given a download link for the update, yes, they very much are. That's like saying free popcorn with your movie isn't truly free because you had to pay for the movie. Or because you had to pay for a parking spot.
    Unless you can take the popcorn and leave, no, it isn't actually free. It's a percentage of whatever the movie cost. I could just as easily flip it around and say that I payed 7.95 (or whatever) for popcorn and it came with a free movie. Either way I payed something.

    Much in the same way you can't play the update unless you pay 15 dollars a month. So no, the updates aren't actually "free" either. They aren't very expensive though!

    @Tokyo: I can kind of understand them playing it safe after that whole AE thing, not to open up sore wounds or anything.
  8. Quote:
    Originally Posted by Samuel_Tow View Post
    Because it makes no sense to "slash" at people with a hammer, nor indeed to parry, just as it doesn't make much sense "clobber" people with a dagger. It's not just about damage types. It's the fact that it's a sword set. You can't just insert maces into it and expect it to still be a sword set, specifically since Broadsword and War Mace are SIGNIFICANTLY different as sets. They don't even share all the same animations, and the animations they share are shared for the wrong powers. Aesthetically, it just looks bad.

    Furthermore, you can't have BOTH an axe and a sword in the same set. You get to customize ONE weapon for the entire set, not a weapon per power. So even at the best of times, why would you want to play Broadsword with a battle axe when you can just play Battle Axe?

    Now, if the idea is to have many melee weapons in the same set, then suggest a brand new set that does this. Don't know how that could be achieved, though, not technically, at least.
    I'm starting to repeat myself, and I don't personally care enough about this to keep arguing about it, so I'm done after this bit. *Edit* No I'm not, I hate myself and I want myself to suffer.

    The major flaw in your aesthetics argument is you. Just because you don't like how it looks, and can't get around it conceptually, doesn't mean that everybody is having the same dilemma. In fact, if I had to cite the major complaint shared between Axe, Mace, and Broadsword, it would be the the animations amongst them are aesthetically too similiar, and the only real difference between them is the mechanics of the set that the weapons are currently restricted too.

    How similiar are the animations? Between Axe and Mace every single one of the animations is shared. If we extend this comparison to Broadsword the ONLY animation that is unique to it is that of parry. Which reduces the aesthetic side of the argument to whether or not you think the parry animation is adequate for Mace and Axe.

    Just in case there is any doubt, here is a quick chart to compare the copied animations.

    Beheader-> Bash -> Slash
    Chop -> Clobber -> Hack
    Gash -> Pulverize -> NOT PARRY
    Swoop -> Jawbreaker -> Disembowel
    Whirling Axe/Mace/Sword
    Cleave -> Shatter -> Headsplitter
    Pendulum -> Crowd Control -> Slice

    So actually yes, as a matter of fact, you can slash at people with a hammer.

    As for the effects of the set, and them possibly not looking appropriate, I am again going to have to strongly disagree with you. All three sets do knock-down, up, and everything in between as all three are rather LARGE weapons. It doesn't take a huge stretch of imagination for me to envision my broadsword, which is already knocking enemies on their *** in it's own set, to be transferred over to War Axe and continue knocking people over. Nor does it take the mind of a child to believe that an axe to the face might be slightly disorienting.

    Which leaves the question of why we would possibly want to use an axe on one costume and a sword on the other, the answer of which I feel can be best arrived to by asking yourself if, when using a weapon set, do you use the same exact weapon for every costume? If your answer was "no", or if you know someone who has said "no" then you can probably begin to figure out why the OP, and probably myself, would like such a thing. Concept demanded it, and if you've ever met concept you should well understand what a fickle, yet dear and important, thing she is.

    So, I again reiterate, if such a change can be implemented without seriously hampering the progress of something else deemed more important , there is absolutely no reason, be it a concern of whether the animations will fit, or whether the secondary effects will make sense, to deny the sharing of weapon models between the Axe, Mace, and Broadsword power sets.

    If the best reason against this idea is truly "I don't like how it looks so nobody can play as it" then I demand all furries and half of Freedom be hurled into the sun for similiar reasons.


    *EDIT* - @ Leo_G - It just seems like such a silly reason to deny somebody their fun. "THIS IS THE AXE SET, ONLY AXES CAN GO HERE." Are we seriously going to get hung up on such trivial semantics?

    Regardless, I've said my peace (piece? I hate this expression) on the matter. Good luck to the OP.

    *Edit 2* - Custom is not Costume.
  9. Quote:
    Originally Posted by Sharker_Quint View Post
    they may copy some of the same animations, but there is no reason to have them customizable this way. both leo_g and i stated that. if one of them wasn't in the game already, then maybe. but all 3 are in game as entire power sets. there is no need for it.
    Just because you state something previously doesn't mean I automatically agree with you, and it is perfectly acceptable for me to then state something in opposite to your opinion. That I didn't quote you specifically simply meant that I didn't wish to address anything you have stated. I don't *have* to argue with you, or even kind of be talking to you, just because you posted something in the thread.

    That being said...

    There are plenty of reasons to allow this idea, chief among them being that it would probably be very easy to do, at least concerning Axe/Mace/Broadsword considering the meshes already exist and the animations are so similiar that I don't imagine them looking out of place after they have been transferred.

    We aren't expecting that we'll suddenly be able to do smashing damage with our broadsword just because we're using a mace, much in the same way we aren't expecting the Talsorian Blade to start doing energy damage.

    Let's look at Leo_G then, since you seem to have volunteered him for me to argue with.

    Quote:
    Originally Posted by Leo_G
    Oh, I agree with you, more customization is good...but only to expand the concept of a set. Doling out maces to use for your Dual Blades doesn't really expand on the concept of Dual Blades, though. And, honestly, not being able to use an Axe for your Broadsword just gives you more reason to play other sets...play more characters for concept, aesthetic AND mechanic reasons.
    I'm not entirely sure why this is considered a good thing. Why should I be forced to play the Battle Axe set, which I may not enjoy from a mechanical standpoint, when it would probably be very easy to just allow me the Battle Axe models on the Broadsword set, which, in this example, I do enjoy.

    What if my character concept had relied upon a character who dual wielded an axe and a sword? How about an Axe and a Mace? Currently I have no choice but to either abandon the character or wait until they make a comparable "Dual Mace" or "Mace and Axe" set, despite the fact that the solution is so readily available.

    If it doesn't alter game balance, is going to make people happy, and is (apparently) fairly easy to implement I see no reason not to attempt to include this change, and nothing you or Leo_G has stated have made me feel otherwise (which is kind of why I decided to post after both of you, in case you were still curious about that.)


    Finally, I think restricting the models just because the set is called "Battle Axe" is kind of silly much in the same way I think debating about what a character is allowed to do because of their "origin" is silly, or trying to shove the Leadership pool onto your character, regardless of whether or not he could benefit from it, just because he's supposed to have leader qualities is silly.
  10. A truly well written-character could have something seemingly small and human greatly torment them. As it is with the case of actual people, what may seem simple at a stranger's glance can be terribly complex to the person experiencing it, and part of good writing is bringing the reader into that characters world and allowing you to see and sympathize with their reality.

    It is easy to sympathize with a calamity, the effects are obvious to everyone, and everyone can find things that are bad in them without requiring much explanation or exploration on the part of the author. I'm typically more impressed or moved by the smaller details in that calamity than I am the fact that it happened.
  11. You don't need to post a new, mile-long build every time you make a revision if nobody has posted below you yet. It's making the forum unnecessarily long and I doubt many people are eager to try to scroll down through that mess. Use the smaller export option and think about deleting some of those posts, with editing your first with the most recent changes to your build to cut back on how unman-able this thread has gotten.


    With that out of the way, what are you're goals with this build, other than keeping Teleport? Do you have a cash limit of any kind that you'd prefer to stick with, or are you just looking for the most high end build possible.

    I can give you some general tips to start you off. First off, when building with IO's the primary thing you should be aiming for with set-bonuses in a Regeneration character is global recharge, and then defense, in that order. You want large amounts of recharge to help bring back your click abilities quicker, which will greatly increase your survivability, and you want defense to help augment your regeneration.

    Ironically enough, you want to be less focused on regeneration set bonuses, as Regeneration (the seconday) has so much native regeneration that it doesn't benefit as much from it as it does from global recharge and defense.

    A good recharge goal to aim for is to make Dull Pain permanent, and in order to do this you will typically want to use Haste. From the most recent rendition of your build, I'd probably recommend dropping Revive, which I've never found very useful considering an Inspiration can do largely the same thing.

    Because you have Parry, melee defense should not be much of an issue, but if you'd like to keep yourself fortified without gutting the amount of damage you can do, try to aim so that you have enough defense to reach the soft cap (45% or there-about) with one application of Parry, while slotting Parry as an attack.

    Below is a rendition of Umbral's Broadsword/Regen which I have modified to suit my preferences. It should serve as a decent guide for you to get an idea of how you should be slotting things. A few important notes:

    The Pancea IO's in many of my healing abilities are mostly there for the better global recharge they give, but they are very rare and expensive. Doctored Wounds is an entirely viable alternative, and I only suggest getting Pancea if you are slightly wrong in the head.

    The Gladiator TP is similarly expensive, and there is no viable alternative for it.

    Both these IO's work in PVE; They have PVP bonuses which only work in PVP zones, otherwise their PVE bonuses are always in effect.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Kulanu v8.2 (lv 50 build) : Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Regeneration
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Acc/Rchg(3), Hectmb-Dmg(7), Hectmb-Dmg/EndRdx(13), Hectmb-Dam%(21), Achilles-ResDeb%(37)
    Level 1: Fast Healing -- Numna-Heal(A), Numna-Regen/Rcvry+(15), RgnTis-Regen+(48)
    Level 2: Reconstruction -- Panac-Heal/Rchg(A), Panac-Heal/EndRedux/Rchg(3), Panac-EndRdx/Rchg(9), Panac-Heal(13), Panac-Heal/EndRedux(31)
    Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(5), EndMod-I(5)
    Level 6: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(7)
    Level 8: Parry -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(11), C'ngImp-Dmg/EndRdx(25), LkGmblr-Rchg+(39)
    Level 10: Dull Pain -- Panac-Heal/Rchg(A), Panac-Heal/EndRedux/Rchg(23), Panac-EndRdx/Rchg(23), Panac-Heal/EndRedux(25), Panac-Heal(37)
    Level 12: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), LkGmblr-Rchg+(48)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
    Level 16: Integration -- Panac-Heal(A), Panac-Heal/+End(17), Panac-Heal/Rchg(17), Panac-Heal/EndRedux(43), Panac-Heal/EndRedux/Rchg(46), Panac-EndRdx/Rchg(50)
    Level 18: Whirling Sword -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(21), Oblit-%Dam(31), Oblit-Dmg(37)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(40), Aegis-ResDam/Rchg(40)
    Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(27), Mako-Dmg/Rchg(29), Mako-Dmg/EndRdx(29), Mako-Dam%(31)
    Level 28: Instant Healing -- Numna-Heal/Rchg(A), Numna-EndRdx/Rchg(36), RechRdx-I(36)
    Level 30: Weave -- LkGmblr-Rchg+(A), HO:Enzym(42), GftotA-Run+(42), GftotA-Def/EndRdx(50)
    Level 32: Head Splitter -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Acc/Rchg(33), Armgdn-Dmg(33), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(34), FotG-ResDeb%(40)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(42), GftotA-Run+(43), GftotA-Def/EndRdx(43)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-Rchg/EndRdx(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-ToHit/Rchg(45), GSFC-ToHit(46), GSFC-Build%(46)
    Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48)
    Level 49: Resilience -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 0: Ninja Run
  12. Quote:
    Originally Posted by Xenophage View Post
    customization of accolade/patron powers like you get with your normal powers it looks silly that fire from my secondary set is green but the Accolade fire mastery power is orange :P
    Being able to customize your accolade/epic/patron/whatever powers, along with travel powers is In The Works (tm), but I don't know if it's Coming Soon (tm).

    If it doesn't come with GR, I would imagine it coming sometime shortly after.
  13. I don't see a compelling reason against it. Especially with Broadsword/Axe/Mace, which largely just copy each others animations anyway. I would like a flaming sword too, and no, I don't expect it to start doing fire damage, much in the same way that I don't expect the Talsorian Blade to start doing energy damage.

    If it's just for aesthetics, why not?
  14. Quote:
    Originally Posted by Slashman View Post
    While I don't necessarily disagree with you, could you please stop doing that???

    I mean...what does the wink even mean in the context of this conversation??
    And now you know why you never ever question GG's winks. Just look at the mess you made all over this topic. Who do you think is going to clean this up!?
  15. It's always good news whenever anything is wrested out of the hands of the evil Disney Corporation.
  16. Good catch, Elegost. I tend to forget about HO's.
  17. See, you did better than you thought. You have to BELIEVE in yourself, Werner.
  18. I usually dislike self-rez powers because they don't do much more that an inspiration couldn't have done. Why would you take a power that plans you die? Especially when you consider that if you died, and got up, the most you could really plan to do is die again or hope you can run far enough.

    Rise of the Phoenix, and sometimes Soul Transfer are the exceptions as they don't just prop you back up to die again, the entirely change the tide of battle in your favor, and just after you die is usually when you'd like that too happen. With how little debt means these days they only continue to be more attractive choices.

    My step father has Rise of the Pheonix on his blaster which has allowed some rather fun tactics. "It's not like I wasn't going to die anyway, might as well make it useful."

    I like vengeance when I team with him.
  19. Prices are constantly fluctuating, but I would assume at least 2 billion if you are using the build I posted and are being smart about your purchases.

    If you want a cheap version that's kind of more of a Werner thing...
  20. Warkupo

    AR/DEV. Why Not?

    AR/Dev really requires a much different play style than the typical blaster. The best method of utilizing Trip Mines that I've found is to try and be the first person to the spawn, completely invisible through Cloaking Device and Super Speed, lay down the mine at the enemies feet, jump back while firing off flamethrower, and then use Full Auto with a few range enhancing IO's so as not to gimp on the damage once Flamethrower is finished animating.

    You use Flamethrower before Full Auto as it is quicker, and so the damage ticks can begin immediately. You use Full Auto at the furthest range to open up it's otherwise narrow cone, and so that you are far out of range of most retaliatory fire when you land. Trip Mine will toss some enemies on their back to help this portion of the mitigation further.

    The trick is doing all of this before your team arrives, but not so early that they don't arrive by the time you are using Full Auto. Your team also needs to be aware you are doing this, as often the case is they run down another hallway leaving you with a very angry spawn to deal with. I suggest the Arctic Mastery to put the spawn to sleep if such a thing happens so you can join the team without sicking a double spawn on them. Barring that, Caltrops and Ignite provide some pretty good walls.

    Running ahead actually works pretty good with AR/-- because of all the AOE's it is packing compared to the relatively few ST attacks it has. You're usually better off running ahead to toast the minions and LT's of the next group than you are chipping away at the boss. Besides, that's why Gods invented Scrappers. That said, you DO have Ignite if you really need to do some heavy ST damage quickly, but the enemy you light on fire needs to be rooted, which can take some time.

    The other method for using Trip Mine is simply finding your tank, and putting a bomb near him. As he is the center point of attention, this usually means quite a healthy explosion, though the knock-back might irritate him a bit.

    If your team is moving fast enough (because of a Kin or something similiar) don't bother too much with the Trip Mine. You're better off just running and gunning.

    Also, if you're 'Toe-Bombing' make sure you don't have your gun drone out, as he can screw things up.

    --/Dev is also pretty good for defense building with Smoke Grenade and Cloaking device providing a fairly good base, (About 10% Defense when you convert the To-Hit Debuff and the defense bonus from CD.) just keep in mind that To-Hit debuffs do not always apply fully when you are fighting stronger enemies, especially AV's and such. My own AR/Dev has 36.9% S/L, 33.9% Ranged, and 22% AOE before you add in Smoke Grenade (7.72%).

    The main problem with AR/Dev is that it *does not* play like the other Blaster Sets, and while you do have a lot of options to proceed carefully, in order to be comparable with the high-end damage other sets can do you need to do a lot of fancy maneuvering with the Trip Mine while they only really need to hit build-up and aim when they are ready. A lot of people dislike this, and you shouldn't feel bad if you are among them.
  21. FFXI was the first MMO I ever played, and the character I used in that was named Warkupo after the sound a chocobo and a moogle made. I thought it was really clever when I was thirteen.

    It's been my online persona since. Nine times out of ten, if you see Warkupo somewhere else, it is me.
  22. Quote:
    Originally Posted by Thirty-Seven View Post
    *hugs Alex Mercer*
    I would love something like those claws to be available. However, I was thinking of something more like a single blade made to appear as if it is growing out of the "gauntlet" part of the Organic Armor.
    Don't hug Alex; His body will spontaneously eat you.
  23. Quote:
    Originally Posted by Charde View Post
    Thank you very much for the information, however, I would like to ask if you are a PvP toon, I assume that you are since reconstruction is 5 slotted with Pancea, I am not that interested in building IO's that only work in PvP, to me the set IO's hold more merit because they are good in any situation if slotted correctly. Anything else that you would recommend that I slot reconstruction with?
    Pancea does not only work in PVP, and no this is not a PVP build. The PVP IO's have two effects, one which is always on, and one which only works in PVP, as labeled in Mids'. While they can only be found in a PVP zone, you can still buy them for utilization in the PVE game.

    That said, they are mostly there for the recharge bonus, and Doctored Wounds is probably sufficient for this task, but Pancea does offer superior recharge.
  24. This may sound weird, but you actually *don't* want to build for Regen IO's on a Regen Character. The reason being that you're regen is already so strong that the benefit you gain for adding more onto it is minuscule, and your survivability could be greatly increased by focusing on areas that regen lacks in.

    The two most useful bonuses for a /Regen character are Global Recharge, Defense, and Resistance.

    Global Recharge is useful not only for greatly increasing your damage output ensuring threats are destroyed quicker and thus less demanding on your survivability, but also in drastically reducing the recharge on your damage prevention powers like Dull Pain, Reconstruction, Moment of Glory, and Instant Healing. A good goal point for global recharge is making Dull Pain "Permanent" in that it will be ready again as soon as it's effects has worn off. In order to achieve this it is highly recommended that you take Hasten from the Speed Pool, and I suggest dropping the Stealth Pool in order to obtain it.

    Defense is useful in that it is the easiest to build on any toon, and is readily available through IO bonuses. By having defense on your regeneration character you can dodge some incoming damage, which will give you more room to regenerate, and thus increase your survivability.

    You have way more endurance than you need, and have drastically reduced the effectiveness of many of your powers in order to achieve this. You have made the same mistake with your regeneration. Also, without "The Lotus Drops" your AOE potential is going to greatly suffer, which may or may not be a concern to you.

    Below is a modified version of Umbral's Broadsword/Regen character to better fit my tastes. It is quite expensive, but it should serve as a general guideline for how to build your own character. Just remember; the aim of IO building for Regen is Global Recharge and Defense, and not regeneration.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Kulanu v8.2 (lv 50 build) : Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Regeneration
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Acc/Rchg(3), Hectmb-Dmg(7), Hectmb-Dmg/EndRdx(13), Hectmb-Dam%(21), Achilles-ResDeb%(37)
    Level 1: Fast Healing -- Numna-Heal(A), Numna-Regen/Rcvry+(15)
    Level 2: Reconstruction -- Panac-Heal/Rchg(A), Panac-Heal/EndRedux/Rchg(3), Panac-EndRdx/Rchg(9), Panac-Heal(13), Panac-Heal/EndRedux(31)
    Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(5), EndMod-I(5)
    Level 6: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(7)
    Level 8: Parry -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(11), C'ngImp-Dmg/EndRdx(25), LkGmblr-Rchg+(39)
    Level 10: Dull Pain -- Panac-Heal/Rchg(A), Panac-Heal/EndRedux/Rchg(23), Panac-EndRdx/Rchg(23), Panac-Heal/EndRedux(25), Panac-Heal(37)
    Level 12: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), LkGmblr-Rchg+(48)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
    Level 16: Integration -- Panac-Heal(A), Panac-Heal/+End(17), Panac-Heal/Rchg(17), Panac-Heal/EndRedux(43), Panac-Heal/EndRedux/Rchg(46), Panac-EndRdx/Rchg(50)
    Level 18: Whirling Sword -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(21), Oblit-%Dam(31), Oblit-Dmg(37)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(40), Aegis-ResDam/Rchg(40)
    Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(27), Mako-Dmg/Rchg(29), Mako-Dmg/EndRdx(29), Mako-Dam%(31)
    Level 28: Instant Healing -- Numna-Heal/Rchg(A), Numna-EndRdx/Rchg(36), RechRdx-I(36)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), GftotA-Run+(42), GftotA-Def/EndRdx(50)
    Level 32: Head Splitter -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Acc/Rchg(33), Armgdn-Dmg(33), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(34), FotG-ResDeb%(40)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), GftotA-Run+(43), GftotA-Def/EndRdx(43)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-Rchg/EndRdx(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-ToHit/Rchg(45), GSFC-ToHit(46), GSFC-Build%(46)
    Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48), RgnTis-Regen+(48)
    Level 49: Resilience -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 0: Ninja Run
  25. I see no reason too. What, maybe they use my build and are better than me? Haha. Fat Chance.

    Anyway, I usually will read what their issues are, try to give some advice if I know anything about it, and then if I have a build similiar to what they want to do, share it as a sort of guideline they can work from. I've learned a lot about looking at other people's builds that don't necessarily have anything to do with the character I plan to build. I used to search Umbral and Werner for builds they had posted to see if I couldn't gleam anything when I was bored.