Werner

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  1. Werner

    Dark Melee + ???

    [ QUOTE ]
    So about how much recharge would i need to run SP - SL - Smite - MG? or possible Smite - SL - SM - MG seamlessly?

    [/ QUOTE ]
    +245% and +128% in Midnight Grasp respectively.

    However, those aren't the chains I recommend. For +235% recharge, you can do better DPS than your first chain while saving an attack with Smite -> Midnight Grasp -> Smite -> Siphon Life. And for the same +128% recharge, you can do better DPS than your second chain with Smite -> Shadow Punch -> Midnight Grasp -> Smite -> Shadow Punch -> Siphon Life.

    That said, your second chain is actually a very good one – it has an AoE and takes significantly less endurance that the chains I mentioned. You can also put the PvP -resist proc in Midnight Grasp to make up some of the DPS difference. I normally recommend against -resist procs in AoEs, but it's being used in a single-target chain here.
  2. Problem is, I wasn't able to stop myself from going “look, you don't know what you're doing”. Which means I'll probably be ignored, and will have to leave the thread rather than get stuck in a flame war that I contributed to. I suck.

    And Nihilii is a big time scrapper, so I'm sure that's what Ozmeth was saying.
  3. [ QUOTE ]
    DA refreshes very fast on its own, with 5 Makos' I believe you can technically refresh it every 1 sec or so, what if you add in a damage proc to it. Almost treat it like a GC, very fast with a proc. Who needs extra defense to it when you can spam every 2 secs, with a proc no less. Add in GC with achilless heal, and then you can spam both of those, while SD and GD refresh. 2 buzzsaw attacks with extra defense, then 2 hard hitters....

    [/ QUOTE ]
    Divine Avalanche is no buzzsaw attack. It takes 1.58 seconds and has a DPS of about half of your other attacks. You only use it because you need the defense. You slot it as an attack so that it hurts your DPS less than it would otherwise.
  4. [ QUOTE ]
    The biggest DPS asset in a long fight that a Scrapper has (besides the 15% or so increased damage) is the inherent to critically hit which a Tanker can never do.

    And some Tanker surivability is tied in directly to HP pool (WP for instance) which Scrappers could never reach.

    So while they share some of the same sets (in reverse), the differences are larger then mere value swaps.

    [/ QUOTE ]
    Yes, a scrapper's major concern when soloing an AV is survival, not damage. My scrapper AV soloing builds are NOT DPS builds. But DPS is a very popular subject on the scrapper boards, and we know what we're doing when we discuss it.

    In regards to the mathematical comparisons being presented here, I'm suggesting that they are largely irrelevant to the question at hand for the reasons I gave.

    As for Sarrate “needing to prove you wrong that badly”, if you're doing the math wrong, your answer is very suspect, whether or not it's correct. Being able to calculate DPS correctly is pretty much the first step of being able to compare DPS. So it is VERY relevant to the original question, and VERY important to get correct in order to answer that question.

    And based on what I'm seeing, you don't have any idea what you're doing. For example, you posted these formulas:

    [ QUOTE ]
    Formula for attack chain DPS: (Total Damage of Chain / Total Animation Time of Chain) * 2

    Formula for determining an attack chain: Total Animation Time of Chain = (Longest Recharge in Chain / 2) – 1.25

    [/ QUOTE ]

    OK. Let's say we have a chain of five attacks. Each does 200 points of damage, animates in 2 seconds, and recharges in 3 seconds.

    According to your formulas, the total animation time of the chain is (3 / 2) – 1.25 = 0.25 seconds. And therefore your chain's DPS is (5 * 200 / 0.25) * 2 = 8000 DPS.

    The ACTUAL time for the chain is 5 * ((roundup(2/0.132)+1) * 0.132 = 10.56 seconds.

    The ACTUAL DPS for the chain is 95% to hit * 5 * 200 / 10.56 = 90.0 DPS

    When your formulas produce answers that are off by over 8000%, can you see how someone MIGHT want to correct you, and that it isn't just some pathological need to win an argument?

    Now, things get much more complicated than this when you start factoring in powers like Soul Drain, Blinding Feint, damage procs, debuff procs, and so on. I'm not saying that DPS is just as simple as I presented above. But there are examples of all of those in the spreadsheet I posted.
  5. [ QUOTE ]
    So would you drop DA once you had leveled to 50 for a better DPS chain and IOs to softcap Melee Def?

    Or is there some reason to keep it past 50?

    [/ QUOTE ]
    I would probably drop it. However, either it or Elude would be useful if you run a lot of AE missions, as a lot of the custom bad guys seem to have to-hit buffs. So it might depend on how often you ran AE content.
  6. [ QUOTE ]
    I'll throw in my proposal for consideration:

    Fire Melee/Super Reflexes:
    - Soft capped positional defenses without the Fighting Pool.
    ...


    [/ QUOTE ]
    This seems like an artificial restriction. I assume you have it there for a reason, such as "I need sustainable endurance and Tough and Weave take too much" or "I know there won't be any room for the pool if I'm taking Aid Self". But if the reason is something like that, just state "sustainable endurance" and/or "Aid Self". And you already did, so why the additional restriction? Do you just not like it?

    Edit:

    From Rieze:
    [ QUOTE ]
    no set mules

    [/ QUOTE ]
    Same comment here. Set mules are just a tool. Mind you, I hate them too, but if your build will be stronger with a mule than without one, why does it matter?

    Or are we adding restrictions like this the same way that we solo AVs without inspirations - because it's harder?
  7. [ QUOTE ]
    [ QUOTE ]

    I'll also vote that the next challenge be the nothing but swords Fire/Shield build, since that generated the most interest, and I'm poking around at it myself. Should we assign some additional parameters to it, such as soft cap, maximum DPS given the very poor chain, sustainability, or anything like that?

    [/ QUOTE ]

    No idea what the DPS would be, but the build I posted recently seems to solve the suggestion I gave. Hasten is off perma by 1 second, and defenses are softcapped. By all means, improve if you are so inclined however. For additional parameters, I'm not sure what else there is to add... endurance sustainability would be good given the wacky end usage from FSC being spammed so much.

    [/ QUOTE ]
    Well, I don't know if I'm off topic or on topic, but here's my pass at Fire Sword/Shield Defense, adapted from the builds already posted. I'm sure there's still room for improvement, but so far...

    - Soft capped
    - Fire Sword -> Fire Sword Circle -> Fire Sword -> Greater Fire Sword
    - Fire Sword slightly below my accuracy goal at 92.9% to hit +4s (other attacks OK)
    - 2000+ hit points
    - 300%+ regeneration
    - A bit off of perma Hasten, but not too bad
    - Very high defense debuff resistance
    - Sustainable endurance use

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    I'm actually finding this a very tempting concept. Resisting the temptation so far, though, since the "horrible" attack chain conflicts with my powergamer sensibilities.
  8. QR

    I got directed here from the scrapper board.

    “Best” to me implies “level 50 with an unlimited budget”. If that's what we're talking about, then most of this discussion is irrelevant. When you ignore the best possible attack chains in favor of a specific level of recharge like +100% or +150%, when you ignore how the attacks would actually be slotted, when you ignore Arcanatime or average it out like saying +1.25 seconds for a chain, your margin of error could easily be LARGER than the differences between the numbers you're calculating for each secondary.

    I'm no tanker expert, so I can't jump right to telling you what the best would be. My GUESS is that Shield Defense/Dark Melee is the winner for my own play style, and I'm confident enough that I'm leveling one up right now, but I haven't done the math and I could be wrong.

    I keep writing paragraphs trying to explain what we scrappers do when we're trying to maximize DPS, but I'm not satisfied with anything I've written. Maybe it's easier to just post a spreadsheet I've been working on. This is an unfinished project of mine to compare the DPS of the scrapper primaries using the best available chains in a template Super Reflexes build with a lot of global +damage and +recharge, and fairly consistent high DPS slotting. It doesn't really indicate how the best chains were selected (they're generally well known on the scrapper board), but does show how the DPS for them is calculated.

    link
  9. OK, I can see your argument for the endurance usage being OK. Maybe I was closer to done than I thought. I'll take your suggestion to drop one slot from Build Up and move it to Conserve Power.

    It just looks like a case where the endurance usage is highly variable, and I may not know how good or bad it is in practice until I play it. I suspect that you're right that it will be fine in normal play. The worst case scenario would be fighting an AV with no minions, needing to spam Dark Regeneration, and getting unlucky rolls on the endurance procs. But then I can also start strategically dropping toggles if I'm in that situation. Oppressive Gloom isn't helping. Death Shroud isn't helping much. Tactics won't normally be needed. If the AV is mostly melee, I might be able to drop Manuevers.

    So I guess we're saying that my problem was all but solved before I even posed the question? Maybe it was. Hmmm. Maybe I thought it had poor endurance because I was calculating for an AV with all of the toggles up and hitting Dark Regeneration every time it recharged. That's not really a realistic scenario.

    So... uh... I guess I'll vote that my problem is now solved? *chuckle*

    I'll also vote that the next challenge be the nothing but swords Fire/Shield build, since that generated the most interest, and I'm poking around at it myself. Should we assign some additional parameters to it, such as soft cap, maximum DPS given the very poor chain, sustainability, or anything like that?
  10. Werner

    newly returned

    Oh hells yeah it's good!

    It's been the most fun to level of my many scrappers so far, and when IO'd out to the gills, it can be an absolute beast.

    That said, Nihilii is right. All scrapper combinations are good because they're so well balanced and so nicely combinable. There are definitely better and worse combinations for different tasks, though, so if you have some idea how you plan to play and what you want the build to do... as in, solo vs. teaming, AoE vs. single-target, low budget vs. high budget, survival vs. mass destruction, active vs. passive survival, and so on.
  11. [ QUOTE ]
    I know I am over softcap in Ranged, Melee, and AOE, but the other numbers are puny.

    [/ QUOTE ]
    The game applies the highest of your positional and typed defense. So as long as your positional defenses are high, it doesn't usually matter that you have low numbers in everything else. An exception are occasional non-positional psionic attacks, but they're rare enough that I don't bother building up my defense against them.
  12. Heh. You probably expected me to show up in this thread on the solutions side rather than the questions side. But here's the build that's been bugging me, but I haven't spent enough time on to solve it.

    Katana/Dark Armor:
    - Soft capped positional defense (with double-stacked Divine Avalanche)
    - Attack chain Divine Avalanche -&gt; Gambler's Cut -&gt; Golden Dragonfly -&gt; Gambler's Cut -&gt; Divine Avalanche -&gt; Gambler's Cut -&gt; Soaring Dragon -&gt; Gambler's Cut
    - Sustainable endurance (with Dark Regeneration, so stick a Theft of Essence proc in there)
    - Include Oppressive Gloom or Cloak of Fear
    - Include The Lotus Drops and Death Shroud so that it isn't just a single-target monster
    - Include Tough and slot the resists (Obsidian Shield optional, no specific numeric goal, but more is better)
    - 95%+ chance to hit +4s
    - Hurdle and Combat Jumping
    - Travel power optional
    - 1700+ hit points
    - Decent passive regeneration (20+ HP/sec?)
    - Does not need to be exemplar-friendly
    - Unlimited budget

    Here is my most recent attempt. I haven't looked at it for a while, but I think it fell short on the sustainable endurance requirement. The empty slot in Combat Jumping is for the PvP +resistance unique. One of the two Steadfast Protections is taking the place of the PvP +defense unique.

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  13. [ QUOTE ]
    I have never played Katana/SR so I cannot say much about this combination except I have heard bad things about redraw times with the weapon sets which have tended to keep me away from them. If that isn't an issue then I may try this one out.

    [/ QUOTE ]
    Not an issue.

    Redraw times with the weapons sets are only an issue when you have a lot of powers that make you put your weapon away, such as with the Regen secondary. And that hasn't kept my Katana/Regen from being my favorite toon. Super Reflexes only has Practiced Brawler. Basically, you'll spend a fraction of a second every couple of minutes fiddling with your weapon. It'll make a fraction of a percentage point difference in your DPS. With Katana/Super Reflexes, redraw is a non-issue numbers wise, so the only issue would be if it annoys you despite that.

    [ QUOTE ]
    I assume that any of the Defense secondaries need for you to carry around a lot of green inspirations to deal with the occasional lucky streak on the oppnents tohit rolls?

    [/ QUOTE ]
    With the defense secondaries, you actually carry around a lot of purples, at least while leveling. You won't be at the soft cap until you IO out, but one or two purples will get you there, so are an instant god mode. You'll still want a few greens for when you get unlucky.

    With Katana/Super Reflexes specifically, you'd probably use Divine Avalanche while leveling to get yourself to the melee soft cap. I'd probably carry a balanced mixture of inspirations at that point, as you won't often need anything specific.
  14. [ QUOTE ]
    Broad Sword. Its not fast but so what. How fast do you need to be when just about every attack takes chunks out of the health?

    [/ QUOTE ]
    Faster than it currently is. Mind you, my Broad Sword/Shield Defense has been my favorite solo leveler, and should only be better on a team. Actually, I should go finish his leveling. He's at like 49.95 right now because I got really sleepy before hitting 50.
  15. Dark Melee/Shield Defense is pretty popular when IO'd to the gills, but I'm not sure if that's what you meant. It also achieves some of its best feats by using additional mobs for fuel. With enough recharge, Katana/Super Reflexes can put out some very high DPS without requiring additional mobs, and is certainly survivable. You don't have either the primary or secondary on your list of toons, so that might be a good choice for a change of pace as well. Fire Melee/Super Reflexes might be good as well, at a lower level of recharge, and thus a lower budget.

    Although Regeneration is a strong single-target secondary, I think it lags a little behind on survivability without Katana or Broadsword. But those aren't good because Divine Avalanche and Parry cut into your DPS. So I wouldn't go with Regen unless the time spent to take down those single targets isn't a big factor.
  16. Werner

    Dark Melee + ???

    Touch of Fear is a single target damage mitigation power. The only sort of single targets that have much shot at killing me are AVs. So I wouldn't have a reason to use it against anything less than an AV. And it doesn't help much at all against AVs themselves. So basically, once you have enough mitigation, Touch of Fear is just unnecessary baggage.

    I hear that some people get some good use out of it while leveling up, and swear by it. Might be worth having, then dropping later when your mitigation gets good enough to not need it. Not sure.
  17. I like to make sure I hit 45% defense with it double stacked. To get there, you might need to slot a little defense in it, depending on the build. I have six Makos in mine, as I have enough melee defense from the rest of the build. Another idea would be five Crushing Impacts and a Luck of the Gambler global if you're trying to get a lot of global recharge and need just a little bit of defense. If you're talking straight up SO or common IO slotting for normal play, I'd probably go 1-2 accuracy, 2-3 damage, 1 endurance reducer and 1 defense.
  18. Werner

    Dark Melee + ???

    [ QUOTE ]
    Anyone got some builds they could post, so i can get a good idea of the direction i can go in.

    [/ QUOTE ]
    Here's my AV build. It's a bit out of date, though, with no I13+ IOs. It's not a general purpose build. For that, I'd at least want to add a travel power, Shadow Maul, and slot Siphon Life for damage rather than healing. It runs the Smite -&gt; Midnight Grasp -&gt; Smite -&gt; Siphon Life chain with "perma" Hasten (about 2 seconds off). It has sustainable endurance use.

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

    [u]Click this DataLink to open the build![u]

    Sergei: Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Smite -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), EndRdx-I(7)
    Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(9), RedFtn-EndRdx(11), Ksmt-ToHit+(11)
    Level 2: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(15), RedFtn-EndRdx(15)
    Level 4: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/Rchg(19)
    Level 6: Swift -- Run-I(A)
    Level 8: Siphon Life -- HO:Nucle(A), HO:Golgi(17), Hectmb-Dmg/Rchg(19), Numna-Heal/EndRdx(21), Numna-Heal/Rchg(21), Numna-Heal/EndRdx/Rchg(23)
    Level 10: Practiced Brawler -- EndRdx-I(A)
    Level 12: Kick -- Empty(A)
    Level 14: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(23), Mrcl-Heal(25), Numna-Regen/Rcvry+(25), Numna-Heal(27), Numna-Heal/Rchg(27)
    Level 16: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/Rchg(31)
    Level 18: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(31), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/EndRdx/Rchg(33)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc(33), P'Shift-EndMod/Acc/Rchg(33), P'Shift-End%(34)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(36)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(37)
    Level 26: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39), GSFC-Build%(39)
    Level 28: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/Rchg(40)
    Level 30: Soul Drain -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(42), Armgdn-Dam%(42)
    Level 32: Midnight Grasp -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/Rchg(34), Mako-Dmg/EndRdx(43), Mako-Dmg/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(45)
    Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(46), RedFtn-EndRdx(46)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
    Level 44: Laser Beam Eyes -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(50), Apoc-Dmg/EndRdx(50), Apoc-Dam%(50)
    Level 47: Quickness -- Run-I(A)
    Level 49: Dark Consumption -- Efficacy-EndMod/Acc/Rchg(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit

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    |-------------------------------------------------------------------|</pre><hr />


    EDIT: Ah, you mentioned wanting Super Reflexes for a cheapie build. Mine is anything but. So let me try posting this. I'm still playing with it, but I'm trying to come up with a build that could solo AVs with no temps, no inspirations, and only SOs. Here's what I have so far:

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

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Leadership
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Shadow Punch -- Acc(A), Dmg(3), Dmg(3), Dmg(5), EndRdx(5), EndRdx(7)
    Level 1: Focused Fighting -- DefBuff(A), DefBuff(7), DefBuff(9), DefBuff(9), DefBuff(40), EndRdx(40)
    Level 2: Smite -- Acc(A), Dmg(11), Dmg(11), EndRdx(13), RechRdx(13), RechRdx(15)
    Level 4: Focused Senses -- DefBuff(A), DefBuff(15), DefBuff(17), EndRdx(36)
    Level 6: Maneuvers -- DefBuff(A), DefBuff(19), DefBuff(19), EndRdx(21), EndRdx(34)
    Level 8: Siphon Life -- Acc(A), Dmg(21), Heal(23), Heal(23), EndRdx(25), RechRdx(25)
    Level 10: Hurdle -- Jump(A)
    Level 12: Practiced Brawler -- RechRdx(A), RechRdx(27)
    Level 14: Health -- Heal(A), Heal(27)
    Level 16: Dodge -- DefBuff(A), DefBuff(17), DefBuff(29)
    Level 18: Dark Consumption -- Acc(A), EndMod(31), EndMod(31), EndMod(33), RechRdx(33), RechRdx(33)
    Level 20: Stamina -- EndMod(A), EndMod(31), EndMod(34)
    Level 22: Combat Jumping -- DefBuff(A), DefBuff(34), DefBuff(36)
    Level 24: Boxing -- Empty(A)
    Level 26: Soul Drain -- Acc(A), EndRdx(39), RechRdx(40), RechRdx(45)
    Level 28: Lucky -- DefBuff(A), DefBuff(29), DefBuff(39)
    Level 30: Tough -- ResDam(A), ResDam(36), EndRdx(42), EndRdx(42)
    Level 32: Weave -- DefBuff(A), DefBuff(37), DefBuff(37), EndRdx(43), EndRdx(43)
    Level 35: Evasion -- DefBuff(A), DefBuff(37), DefBuff(42), EndRdx(43)
    Level 38: Shadow Maul -- Acc(A), Dmg(45), Dmg(45), Dmg(46), EndRdx(46), EndRdx(46)
    Level 41: Conserve Power -- RechRdx(A), RechRdx(48), RechRdx(48)
    Level 44: Quickness -- Run(A)
    Level 47: Tactics -- ToHit(A), EndRdx(48), EndRdx(50)
    Level 49: Agile -- DefBuff(A), DefBuff(50), DefBuff(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|</pre><hr />
  19. Werner

    Rerolling

    I think the highest I've rerolled was mid 20s. I wouldn't reroll a 50. I'd make a new character, play to 50, then MAYBE pay for a couple name changes if I was convinced I wanted the new character with the old name, but I wouldn't reroll. That's particularly true if you're only switching from DM/SR to DM/SD because DM/SD is flavor of the month. There's no reason to assume it'll still be on top in another issue or two.
  20. [ QUOTE ]
    From a game design point of view, the resistance should not be too strong as to negate the debuff.

    [/ QUOTE ]
    Agreed. I certainly wouldn't give as much -regen or -recharge resistance as Super Reflexes has -defense resistance. But it sometimes seems like any -regen simply TURNS IT OFF. I find the binary nature of it annoying. I'd like it to debuff my regen instead of simply turning it completely off.

    On the other hand, it's never made me feel helpless. I still have my clicks. It's just an annoyance.

    Which might be where the devs are coming from in not giving us debuff resistance. Neither debuff on its own shuts down our survivability. Debuff our regen to 0, and we still have our clicks. Massively debuff our recharge, and we still have a lot of passive regeneration, and still get one good click out of all of our heals. None of these debuffs leave us helpless the way that cascading defense failure would leave a Super Reflexes helpless without its defense debuff resistance.

    Not saying I agree, and that some moderate amount of debuff protection wouldn't be welcome, but maybe that's why we don't have it yet. *shrug*
  21. [ QUOTE ]
    i never got him to unstoppable

    But what should my attack chain be? GC - SD - DA - GC - GD - DA

    [/ QUOTE ]
    For AV soloing, I use:

    DA&gt;GC&gt;GD&gt;GC&gt;DA&gt;GC&gt;SD&gt;GC

    That does drop the double-stack of Divine Avalanche for a fraction of a second, but it takes serious advantage of the Achilles' Heel in Gambler's Cut to give you the best DPS with a double stack of Divine Avalanche to hit the melee defense soft cap. If you're uncomfortable with Divine Avalanche dropping for a fraction of a second, or if experience shows you that you're getting nailed a lot in that window, remove one of the Gambler's Cuts.

    The chain you mentioned is probably a better choice when taking on a crowd of tough enemies. Switching targets and chasing the guy you tossed in the air with Soaring Dragon will take additional fractions of seconds, widening that window where Divine Avalanche isn't double stacked. Also, the Achilles' Heel debuffs aren't helping you as much in that situation, so squeezing in as many as you can isn't nearly so important.

    (Edit: And when you're feeling particularly safe, DA&gt;GC&gt;GD&gt;GC&gt;SD&gt;GC for even higher DPS at the cost of melee defense. Haven't checked if you have the recharge, and it's not worth making build changes if you don't, but it's another nice option if you can pull it off.)
  22. There's not much cascade to recharge debuffs. Getting hit with one recharge debuff doesn't make the next recharge debuff more likely to land. At best, you could say that the recharge debuff makes Hasten take longer to recharge. Recharge debuffs are no cascading defense failure.

    I see -recharge and -regeneration as very occasional annoyances, not as serious continual threats. But then, that's why I consider this just a quality of life issue rather than any sort of significant buff, or much of a buff at all.

    Which has me now rethinking my support for this, because if the devs SEE it as a significant buff, and agree with me that Regen doesn't need a significant buff, getting it puts us in danger of nerfs. Not sure I want to risk actual nerfs for a mere quality of life improvement. But maybe I'm just gun shy after all of the early game regen nerfs, and am afraid to poke that sleeping dog.
  23. [ QUOTE ]
    I also just came back after a long long time away. I made a fire/fire scrapper. Any glaring issues with those? I'm looking for something easy to level solo.

    Thanks in advance for any help.

    [/ QUOTE ]
    Fire/Fire is a great combination, but you have to be aware of its strength and weakness. Its strength is that it puts out a metric ton of damage. Its weakness is that it pays for it by not being as survivable as other combinations. I think of Fire/Fire as kind of a hybrid between a scrapper and a blapper. But don't let that scare you off. Imagine having a short range blaster with a lot more hit points, a self heal, and mez protection.

    (The fine print: I haven't played one to any sufficient level. These comments are based on listening to what others say and looking over the powers, not on direct experience.)
  24. Werner

    Bored and Rich

    [ QUOTE ]
    PS - Yeah, I wasn't dissing your build werner, just noting that it was heavily ST oriented, and would consider at least one AoE or cone a must for any group play

    [/ QUOTE ]
    I didn't think you were, and people should feel free to diss my builds regardless. And I can see how what I wrote could have looked defensive. But like you, I was trying to clarify what it would and wouldn't be good at, and to agree that most people would be better served with a different set up. Basically, we're in complete agreement.