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Sounds like you've answered your own question. Yes, each primary set is strong enough to take out AVs. No, you don't need Soul Drain to be fully-saturated.
You may WANT a lot of DPS, though. First, trading punches for 20 minutes can get boring. Second, time exposed to danger. The higher your damage output, the less time you'll spend trading punches, the less chance the AV has of getting a lucky string of hits that takes you out. -
Quote:General feelings regarding ToF from the discussion thus far: It's great until you've got capped defense....
...My conclusion: The common situation to skip or drop ToF is in the minority. If you take ToF, it can greatly improve survivability.Quote:In short, Soft Capping is not required to diminish the value of ToF. I would agree that any non-IO build would substantially benefit from ToF. So would any IO build that does not increase your defense.
I think that pretty much any solid scrapper, IO'd or not, would only marginally benefit from Touch of Fear, and might easily benefit more from other powers. If you can laugh at bosses, I think you're much better off ignoring them or beating their face in than wasting time with soft controls. Touch of Fear then becomes VERY situational, and I'm not big on highly situational powers.
Now, I don't know what the average person does with their Scrappers. I personally level skipping TOs, then use DOs, then SOs. I slot a Steadfast Protection and Kismet in the teens. In the mid 30s, I respec into my final attack chain and frankenslot my attacks. And then I'm good to go to 50. I'm not all IO'd out while I'm leveling. I'm not soft capped. But I do devote a fair amount of my build to survival, and I do not have problems with bosses. I do not have situations where I wish I had some soft control I could use instead of beating someone's face in. If you gave me Touch of Fear for free, no power pick, fully slotted, I still suspect I'd only use it once in a blue moon. As with a rez, I can't imagine actually using a power pick for something I would use so rarely.
Am I an exception? Maybe. But I have to believe that the majority of Scrappers don't have a problem with boss fights. I would think that the majority of Scrappers would find Touch of Fear to be a highly situational power. They might enjoy it, or might use it to fill a survivability gap while they work on other aspects of their build, or what not. But I just wouldn't think that the majority would get a substantial benefit from it. I mean, I don't know, but I guess I'd hope not? That would make me a sad panda.
Eh, probably holes in my arguments. Like, OK, sure, you have no problem with that +0 boss. So that's why you crank up the difficulty. You keep cranking it up until you DO need Touch of Fear on that boss. And at that point, you're now beating a boss that's tougher than the person without Touch of Fear could beat. And that pretty much only ends when you're talking about AV soloing and massive protection from your status effects. Therefore, most people (non AV soloers) can get significant benefit from Touch of Fear. Dono. Maybe?
And again, maybe I simply have no clue what I'm talking about since I haven't tried it out. Lord knows a lot of people love it. Must be SOMETHING to it. -
For just AV soloing, I'd go DM/SD. Similar DPS, plus you have a self-heal as part of your chain and an endurance recovery tool. Win. But FM/SD can do the DPS without risking killing the Against All Odds fodder, plus it has tremendous AoE potential. Add Aid Self, and you're good to go on AVs and pretty much everything else in the game.
As far as cost, recharge is where the influence goes (unless you splurge on PvPs). Fire Melee has an excellent chain at +145% recharge (Inc>Scorch>Crem>Scorch) that I would happily settle for on an AV soloing build. Dark Melee also has an excellent chain at only +128% recharge (Smite>SP>MG>Smite>SP>SL), but I really wouldn't want to settle for that on an AV soloing build, because I want to be spamming Siphon Life. I'd want to go for Smite>MG>Smite>SL, which takes +235% recharge, which is going to cost you wheelbarrows full of influence. So... maybe Fire Melee is cheaper in practice, though only because you're making do with Aid Self, and settling for it recharging less fast than it could.
As for builds, I don't have an example, but there are plenty of them floating around. -
Quote:It's even better than that. Death Shroud is ALMOST as efficient as your single target attacks against a single target (I think the only difference is that it has a hair less DPE because it can't critical). It wins handily once there are two targets. I recommend simply never turning it off for any fight.*Manage toggles part 2: a common mistake that /DA users make is to turn off Death Shroud when End starts to run low; it's actually more efficient to keep it on if there are >3 mobs (or so) around you, and just spam GC and DA on any hard target(s) that might be nearby.
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Hmmm, I don't plan or save leveling builds, so I can't give you mine. But I didn't have any serious endurance trouble, and it was pretty strong. I know you said common IOs, but frankenslotting is in about the same cost neighborhood, and is almost THE answer to endurance woes. You can seriously have 80-90% endurance reduction in your attacks without compromising accuracy, damage or recharge. Do the same in Death Shroud, which IS an attack, and should be treated as one. Normal endurance reduction in most toggles (for me, one SO or IO). I ran Cloak of Fear as well. Oppressive Gloom was better for me in the mid game, but Cloak of Fear was better in the end game, so that's my recommendation. I probably put two endurance reducers in it. Probably two accuracy, two endurance, two fear. Just guessing. I strongly suspect I took Conserve Power and Physical Perfection while leveling. I do have them now. I grabbed the endurance accolades.
From my late 30s respec into my final attack chain, I was playing generally between +2x3 and +2x6 with bosses no AVs, but was willing to turn it down when playing against, say, Arachnos or Vanguard.
I agree that the Theft of Essence proc is almost magic for your blue bar. No clue what they cost, though, so it might fall into the "I am not looking to set this toon out!" category. Still, if you're willing to toss in a few fairly cheap IOs, I'd strongly recommend the Theft of Essence proc, Steadfast Protection unique, and Kismet unique.
Edit: Theft of Essence looks hard to get below 30. The 30s are going between 510,000 and 2,000,000 for the last five. Kismet is about 5 million if you want it now at level 30, less if you're willing to spread your bids around and possibly wait. Steadfast Protections look pricey (30 million) at the most available level, 30. But with some spread out bids in the lower levels, it looks like you could get one in the 3 to 4 million range without a lot of trouble. -
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Quote:Pretty cool. Compared to the previous, trades DPS to get better survivability. I don't think I'd have gone all the way to the point of slotting Serendipity sets, but it's interesting to see what you can do when you really go for it.Anyway here it is, all 1953 health, 32 hp/sec regen, capped defenses, infinite endurance beauty:
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Quote:Well, if she's happy with inspirations, the easiest thing to do is grab someone else's build. The bottom one by Windenergy21 has 32.5 hit point per second regeneration on top of soft capped defenses and Tough. Looks like plenty of endurance recovery on the surface. Over 1800 hit points, which is good. Wish he'd have just stated what attack chain it uses since I don't have much of an attack chain library for Claws.See I made the build, for general game play. Then she told me she wanted to turn her into a AV killer.
She orginally had hasten... Also with the defense numbers.... In the CW in game, sr's def+weave+CJ+steadfast global 3% def, shows everything at 45% defense. So I am really confused. which is right? is mids right or is CW right? Or am I seeing a mystic buff? I never thought to look at that....
So should I go with iggy's build, or modify this one? she read this post and would rather go the inspirations route, than self heal.
Let's look at Umbral's contribution then, since he stated the chain and the DPS. Heh, that looks hard core. Perma Hasten, tons of purples. Achilles' Heel in Slash. Slight margin over 45% defense to handle defense debuffs. Yeah, of what I've looked at so far, if I were simply choosing a build for AV soloing without Aid Self, I like the look of that one. Wonder if it can be easily modified for the Follow Up -> Eviscerate -> Focus chain. Hmmm, that gives you another purple set. And poof, Eviscerate is JUST fast enough for that chain slotted up with purples. Might be able to just do a direct swap, then.
My chain will use more endurance, so I'd better check that. Looks like we have 5.07 EPS recovery (wow), less 1.58 EPS from toggles, leaving 3.49 for the attack chain. The chain itself uses 3.61 EPS. So, yeah, the AoE replacement takes it out of sustainable territory. On the other hand, it's only BARELY unsustainable. Probably won't even need blues for most AV fights, and if your wife is willing to pop greens, she's likely willing to pop blues if necessary. I'm going to post the revision back to the other thread, though. I'd be happy to play that build if I were willing to take the occasional inspiration while AV soloing, so I guess that's my recommendation. -
Quote:Umbral, it looks like the build you posted allows for a simple swap to the chain I like, Follow Up -> Eviscerate -> Focus. Looks like it has JUST enough recharge to pull it off. Then swap out the damage/recharge in Follow Up and Focus for the straight damage for a little extra edge. I don't know that it'll do any better DPS than yours. Probably just similar DPS. But you get a cone AoE with (on paper anyway) triple-stacked Follow Up. Nice for tearing apart regular spawns.Here's a Claws/SR build I made for someone else with similar goals. It runs FU>Focus>Slash>Wait(.396 secs) for, iirc, more than 200 DPS (roughly 220, but don't hold me to that since I'm trying to remember math from months ago). It should be quite respectable for teaming as well since it's packing both Spin and Shockwave. The only problem you might have with it is the fact that it doesn't have the medicine pool (I follow the Billz school of build design wherein time I'm not killing someone is time poorly spent). I attempted to mitigate this by packing a good deal of +hp and +regen into it, so that you're recovering 25.8 hp/sec. I haven't played it (busy working on other projects), but those I've given it to have given it excellent marks.
Looks like it pays for it with unsustainable endurance, but only just barely, like maybe 0.2 EPS or so. That's probably enough most of the time, and you can always slow down a little.
Please let me know if you think it makes sense, or if I've broken something (other than endurance sustainability) and not noticed.
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Quote:Well, the Claws portion will be similar, with probably the main or only difference being that Shockwave probably isn't for you. Super Reflexes and Regeneration both like breathing room, so hopping around the spawn launching a knockdown cone is a great idea. Invulnerability wants to be right in the middle of the spawn, not dancing around it. That's just theorycraft on my part, though, so if someone wants to pop in and suggest how useful Shockwave is to Invulnerability, it would be interesting to hear.I see everyone with a Claws/ Regen or Claws/ SR. I want to do something different Claws/ Inv anyone have ideas on a build for me? Not sure how to start this build
For Invulnerability, you'll probably want enough recharge for perma Dull Pain. And from your private message, I know you're also looking to solo Pylons, where DPS in the name of the game. And recharge is the name of the game for achieving high DPS here. I'm personally a fan (on paper anyway) of Follow Up -> Eviscerate -> Focus. It's not the highest DPS chain, but it's very close, and it triple stacks Follow Up on its cone AoE (on paper anyway). Sure, it costs a little extra endurance to spam a cone, but Claws can handle it. The recharge requirement is kind of extreme, though, at +274%. So if you go that route, it's a commitment, both from an influence sense (recharge is very expensive) and in the sense that it will dominate your build. You might not get other nice things, like soft-capped defense.
If you don't go for pure DPS, then my suggestion for Invulnerability is soft capping your typed defenses. For smashing and lethal, I'd want to do it ideally with only one enemy in range. I'd relax that requirement for fire/cold/energy/negative (FCEN), and not worry much about other types.
Since you're shooting for perma Dull Pain, you won't need many health bonuses. So your main goals for IOs are recharge and typed defense. You'll want the Fighting pool for Tough and Weave. Combat Jumping or Hover, whichever you prefer. Speed pool for Hasten. And probably Fitness unless you're going for one o' them new-fangled Physical Perfection only builds, but that's likely a tough row to hoe since you're going to need sustainable endurance to take down a Pylon.
I don't have any builds on me, and don't want to put one together (I have a build I need to put together for myself when I get around to actually figuring out a build). But hopefully someone can post something giving you an example of what you're shooting for.
Ah, and a big question, what sort of budget do you have? Putting together a build that can tear down pylons quickly AND survive giant piles of +4x8 enemies on a shoestring budget probably isn't happening, so you then get to make some decisions about what's important to you and what you can do without. -
I haven't played with it, but the answer is "Yes". It's that whole theory of layering defenses again. One layer is recovering from the damage you take, which is a layer that Super Reflexes lacks. Physical Perfection helps there. It doesn't help a LOT, but it helps. For no temps no inspirations challenge play, it also helps you reach endurance sustainability with fewer compromises in the rest of the build. And even if you're playing with inspirations, who likes bleeding blue?
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Quote:I agree. You're not going to get there from here with only 20 million. Frankly, I'd even put sets out of your mind on that kind of budget. That's what I spent yesterday on my Fire/Shield (now level 35) to simply frankenslot three of his attacks to pull off a substandard attack chain that will at least be good enough to get me through the end game.I'm not sure it's doable to soft cap range/AOE for 20 million unless you already have lots of the IO's sitting in storage.
If 20 million is all you want to spend, then my recommendation is to do what I did - frankenslot your attacks and set yourself up so that a single small inspiration puts you at the soft cap. That's been enough for me to play the "how purple of an enemy is too purple?" game, and street sweep +4/+5 as long as yellow and purple inspirations hold out. Then I go back to easy targets like +2/+3 until the supply replenishes. And I don't even have Parry. A little frankenslotting and proper slotting of powers should have you golden.
You should be able to frankenslot more cheaply than I did. I paid buy it nao prices, and I bought some of the nicer pieces like the Mako's Bite quad and a little Touch of Death. Skip those, and hopefully that will leave enough of your budget for the Steadfast Protection unique. Looks like you could get one of those for three or four million with a bit of a wait. Between that and maybe a little defense slotting in Hover, you should hit 32.5% defense to all. That means one hit of unenhanced Parry soft caps melee, and one small purple inspiration soft caps everything. That should make you pretty unstoppable in normal play.
I'd also suggest that you have too much endurance reduction in your toggles, and too little in your attacks. Attack chains burn way more endurance than toggles in most cases, and are the primary target for reducing endurance drain. Frankenslotting will allow you to fix the endurance in the attacks without compromising on damage, accuracy, or recharge. You'll then be able to slot some resistance in Tough and Deflection, pull some slots to slot up Hack (one of your best attacks), and so on.
Parry should then be slotted as an attack. We're targeting 32.5% defense, so you won't need any defense in it to soft cap, and if debuffed, you can always double stack it or pop an inspiration. -
Well, I only have experience with Katana/Dark, which is an excellent combination. Dark actually has one of the best heals in the game, the stealth you mentioned, a stun aura, a fear aura, a tiny little bit of defense. The whole is somehow greater than the sum of its parts, where the combination of stealth and the stun or fear aura break up the alpha, the resistance lets you survive it, and the heal lets you recover from it. The alpha breakup also helps with getting Divine Avalanche up and stacked, since before it's up can be the most dangerous part of a fight. Absolutely top notch (edit: to clarify, top notch survivability) when IO'd to the gills (see sig), but also very good before that point.
But really, I'm pretty sure that Katana makes them all good. One thing they all benefit greatly from is a lot of defense, and that's what Katana provides. -
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Quote:I haven't played this build, but I'll say that it looks fine to me. Defense is good. It has Tough and Resilience for a little resistance. Endurance recovery looks like 4.56 EPS. With toggles taking only 1.47 EPS, and a normal chain taking 2.5 to 3 EPS or so, and Moment of Glory recovering endurance, it likely has sustainable endurance. Regeneration is actually fairly decent, though that's almost the least of your worries on a Regen. Recharge is good given the budget. Focused Accuracy will let you fight uplevel. It can run the chain Umbral mentioned to conserve endurance, or the more potent Incinerate -> Greater Fire Sword -> Cremate -> Scorch chain while Hasten is up, which isn't very far from the top DPS chain. And Umbral, granted, it isn't perma Dull Pain, but I'm calculating a maximum down time of 0.23 seconds. I think we can round that down to 0 and count it.Interesting. I gotta tell ya, going without stamina seems slightly counter intuitive, but I just may do it. It seems IO bonuses and physical perfection make up for the lack of stamina and health almost completely.
And you say folks have had good results with this? Very interesting, indeed.
Nothing flashy about it. It makes due without purples or PvP IOs. There are probably better builds out there for any specific purpose. But this one, it looks like a classic. It hits all the bases. It does everything. Saved for reference. -
AVs like to mix up their attacks, so you'll be pounded by melee, ranged and AoE. So you'll want soft-capped melee, ranged and AoE. Now, 40.5% AoE defense might seem close enough to the soft cap of 45%. But actually, it will have you taking almost twice as much AoE damage as you'd otherwise take. Now, if everything else is solid, you can probably weather that storm. But it's much easier to just think of soft-capping all positions as being a requirement. Have a look at Blessing of the Zephyr for one easy boost.
Resistance is decent. You've taken and slotted Tough for actual use. Good.
Hit points, as long as she has the accolades, are passable at 1750. I'd want more, but it should do.
Very high passive regeneration at 29 hit points per second (assuming you have the hit point accolades). Good.
No Aid Self. This may or may not be something you want to address. People can and do solo AVs without a self heal, and high passive regeneration like you have is the name of the game with that approach. Also, unless I'm specifically going for no temps no insps, I'd rather have a few greens than Aid Self. But if your wife specifically wants to solo AVs no temps no insps, OR if she finds it nerve wracking waiting for passive regeneration to do its thing, all the while hoping desperately not to get hit again, then you'll probably want to add Aid Self to the build.
Endurance use - assuming you have the endurance accolades, it looks MORE than sufficient on the surface, with a net recovery of 3.47 EPS before factoring in the attack chain, and with an average Claws attack chain probably taking less than 3 EPS. While I can't say for sure without doing a lot of calculation, you could probably trade some endurance recovery for other things you need.
Attack Chain. On the surface, the attacks look a bit of a mess to me, like you haven't really chosen what you're after. With the global recharge you're already packing, I'd probably grab Hasten, drop an attack or two, and use one of the high end attack chains. While not THE top, my favorite is Follow Up -> Eviscerate -> Focus because it includes an AoE. Not needed for AVs, but more practical for tearing apart most normal content. Hmmm, that takes +274% recharge in Eviscerate. Even with Hasten and the purple set in Eviscerate, that's only +254%. Might still be the best chain for you, but it might also be nice to scrounge up another 20% recharge. I'd probably try to get the recharge myself. Shockwave with five Ragnaroks would be 10%.
So if we go for that chain, Strike doesn't get slotted, and Slash is replaced by Hasten. That frees up a LOT of slots, so that's going to cause a giant cascade in the build, so it's hard to make recommendations past that point.
I can at least suggest how I'd slot the three attacks, though. In Follow Up, five Hecatombs (all but damage/recharge), and if your endurance is under control, the Mako proc. In Eviscerate, five Armageddon (all but damage) and the Fury of the Gladiator proc. In Focus, five Apocalypse (all but damage/recharge) and if your endurance is under control, Gladiator's Javelin proc. If endurance isn't under control, do something else with the final slot in Eviscerate and Focus, up to and including slotting a mere common endurance IO.
While it may not be necessary, dropping Super Jump is one way to free up a power pick. Hurdle + Ninja Run seems fast enough to me for a travel power, and Hurdle + Combat Jumping is good unsuppressed speed. -
Quote:You MIGHT be OK, but I wouldn't count on it unless you had everything slotted up and we could see. If you don't put endurance reduction in ANY of your toggles, you'll be eating 2.00 EPS while recovering an average of 3.37 EPS, so net 1.37 EPS recovery before factoring in your attack string. An average attack string slotted up with IOs seems to fall in the 2.5 to 3.0 range, if I recall. Claws will probably be at the lower end of that due to it being easy on the blue bar, so figure about 2.5 EPS. That gives you a net drain of over 1 EPS. Now, you have Conserve Power, so you've probably got four or five minutes of fight, even without slotting your toggles for endurance reduction. You could call that good enough. But I'd at least slot a little endurance reduction in them, or at least in the expensive ones like Death Shroud.You think I would still have to worry about end with Stamina, natural perfection, Numina+Miracle? Sheesh
I suggest avoiding procs in Death Shroud. Just glance over at the damage display in Mids' and you'll see why. The procs are averaging 1.44 damage per tick, except for the purple, which is 3.53. The power itself is doing 12.5. Stick a level 50 damage IO in there and it climbs to 17.8, so 5.3 damage per tick for a damage IO. That's better than any of the procs. The second damage IO takes you to 22.9, so 5.1 damage per tick. The third damage IO takes you to 24.9, or 2.0 damage per tick. So the purple proc is better than the third damage IO, but the third damage IO is still better than the regular damage procs. In other words, just slot it for damage (and accuracy, and endurance). You could consider a purple proc, but it would probably do you more good elsewhere in the build.
It is generally a waste to run both Cloak of Darkness and Oppressive Gloom. They do similar things. Unless you're going for hard core defense, I'd probably keep Oppressive Gloom. Dropping Cloak of Fear gives you a lot of endurance, which you can use to run more useful toggles, like Tactics, Tough and Weave. I'd also personally take Maneuvers instead of Assault. Assault is pretty minor as far as damage buffs go.
I'd at least put some effort into defense. Maneuvers instead of Assault. Gaussian set in Tactics (which you take instead of Cloak of Fear). Steadfast Protection unique. Hover instead of Air Superiority. Then the hard one, fitting in Boxing/Kick, Tough and Weave. I'd personally drop Soul Transfer, as I'd rather stay alive than die and rez, no matter how cool the rez. Then I'd probably drop a couple of attacks and use recharge to get the most out of the attacks I had left. You'll want lots of recharge to power Dark Regeneration anyway. Hmmm, though from that perspective, you might be best off taking Hasten instead of Maneuvers and Tactics. That opens up a power pick to help with getting Tough and Weave. I assume you want to fly for concept, but if you take Hasten, you already have the prerequisite for Super Speed. -
So far, if I have a Hamio in one of my good builds, it's "Level 53" in one way or another. It's a little extreme, but I hate compromising for cost. It would always bug me that I could have had better, even if the margin is tiny.
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Quote:Fair enough. I can see that it would be an easy solution to problems (like how to survive that nasty boss) that I simply solve in other ways (careful layering of damage mitigation and recovery from my secondary and power pools, monitoring my defense for debuffs, experienced anticipation of what any given fight will require, proper inspiration use, etc.).Something to remember, Werner, is that you're long past most of the conditions I describe. Your Scrappers all have very high +Def by design, and you mostly know your target build early on, barring tweaks and adjustments. You skip straight past all the conditions I mentioned where Scrappers might find the power useful.
That's fine, I think we should remembver that not everyone is going to be as advanced as some of the regulars here; in particular they may not play on very high virtual team size settings or plan on soloing AVs. At least not at first.IMO ToF is a strong power for people in those settings.
Hell, I sometimes miss the control aspects even on my IO'd out Scrappers. My DM/Regen would like to be able to terrorize +3 Cim bosses - it'd actually make the fights faster. It's just not worth what I'd have to lose to put it back in the build, which I think is where you're at, based on your comments.
So in my builds, I can put that power pick to better use. But my solution to the survivability problem is also more complicated and allows for less build flexibility. I MUST devote large portions of my build to survivability almost BECAUSE I didn't take Touch of Fear. Adding Touch of Fear is a simple solution, only takes one power pick, and probably allows you to get away with devoting less of your build to survivability. That makes it a good power for a lot of people in a lot of situations.
Makes sense, I guess. -
While some people love it, and I'll admit that I've never used it (so you can discount my opinion if you wish), I consider it a waste of a power pick. It only works on a single target, so what you're trying to do is lock down a single target that would otherwise be too dangerous to survive. On a well-built Scrapper, the only single targets dangerous enough to need them feared are probably archvillains. Even elite bosses should only take a few inspirations. Archvillains are immune while the purple triangles are up, and if you can survive while the triangles are up, you might as well just keep doing damage while they're down instead of wasting DPS trying to lock them down.
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You probably missed the "level 53" part of what I said. Checking the market now. There haven't been any level 53s or level 51s sold since 2008, so we're talking about buying a level 52 and combining with a level 50. And it looks like I understated the cost. Last five:
1,000,000,000
700,000,000
425,000,001
300,000,000
306,000,000
I suppose that the exact numbers aren't really critical, except in the sense of it being a lot of influence, and most people aren't going to splurge. I might not even splurge here since I could probably perma double stack without that extra tiny bit of recharge, and probably don't need the extra tiny bit of defense at all. So probably a bad example. But if I did go for it, and bought three of these, and then the rules changed, I'd be upset. Not in a "they shouldn't have done that" sort of way, just upset personally at having wasted that kind of influence for nothing. -
Werner doesn't have Hasten, and I didn't do it out of spite or even because of character concept. I did it because I compared the on-paper survivability of a large number of builds, and one of my non-Hasten builds came out on top.
Now, that was way back in I12, and I've learned some things since then, and I strongly suspect that if I were giving Werner an I16 build, he'd end up with Hasten. But seriously, even now, Werner isn't THAT far behind the curve, even comparing to top end I16 builds with Hasten. You can pull it off. Skipping Hasten doesn't make you weak, at worst it makes you merely not quite as strong as you could have been.
My build is way out of date, but I'll post it anyway. Due to some game changes, it now has way too much endurance recovery, and not as much defense as you could easily get. And of course I'm not using Stealth, just a stealth IO. If I were changing it today without picking up Hasten, I'd likely be trading some of the regeneration and recovery for more defense.
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Quote:Nerf Positron!Actually Positron stated that the HO bug is now a special effect of HOs and will not be changed.
OK, that makes me feel better. I'm allergic to change. That and I think the Hamio bugs are about the only thing that make Hamios worth slotting at all, and I'd hate for Hamios to go the way of the dinosaurs.
Mind you, I don't think the DDR thing is a Hamio problem IF it's a problem. I suspect it's that the devs figured that by not allowing defense IOs in Active Defense, you then couldn't slot it for defense, so someone forgot to flag the DDR as unenhanceable. Someone forgot about Hamios. That's my theory. I don't think anyone is going to change Hamios here. My fear is that they'll "fix" the flag on the DDR in Active Defense. But like I said, I'll play the set either way, and I'll play other sets either way. I just dislike, say, spending a billion influence slotting three level 53 Membranes, only to have them become less useful than mere recharge IOs. Oops! -
I know you said you're looking for a change of pace from your defense-based Scrappers, but I really would at least get melee to the soft cap, and probably lethal. Even at 38.4% melee defense, you're taking over twice as much damage in melee as someone at the soft cap. That pretty much wastes all your other hard work in the rest of the build.
You have one too many 3.13% AoE defense bonuses. As a step in the right direction, you could swap an Eradication set for an Obliteration set to pick up 3.75% of the melee defense you need.
Hack is generally better than Slash unless there's something very specific you're going for. I'd be using the Parry -> Headsplitter -> Parry -> Disembowel -> Hack chain, which you can do with a simple swap.
I don't recommend Achilles' Heel in AoEs. Achilles' Heel is a boss buster, not a minion muncher. It does more for you in your single-target chain. It looks like you could just switch your Slice and Head Splitter slotting, so that's the easy answer.
Pick up the hit point and endurance accolades if you haven't already.
I'm not sure what I'd put in Charged Armor, Conductive Shield and Static Shield, but slotting only resistance IOs sounds like wasted opportunity to me.
I still haven't fiddled with Electric Armor, so I'm not sure how intelligently I can comment on that or on the overall build, so I'll leave that to others.