mauk2

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  1. Quote:
    Originally Posted by Syntax42 View Post
    Would a Super Strength / Fiery Aura Scrapper do more damage than the Brute version?
    Assuming set parity, and under farming (maxed +dam) conditions, I do not think so. Fury boosts burning aura and the burn ticks, as I recall, while crits do not.

    It'd be reeeeaaaally close though. And yes, the maxed out crits would be rare, but EPIC.

    But, the brute would also be tougher. A lot.
  2. Quote:
    Originally Posted by Amy_Amp View Post
    This. You get bigger heal and regen numbers than scrappers and....you get bigger heal and regen numbers than scrappers.
    I dunno.....


    I suspect a regen brute will get close/very close to capping hitpoints, perma with some effort, and that's a BIG DEAL.

    If you have the patience to micromanage your survivability, regen can be TOUGH.
  3. Quote:
    Originally Posted by bAss_ackwards View Post
    On today's Ustream Synapse said Super Strength for Scrappers would be happening eventually, but not this round of Powerset Proliferation. Maybe in Powerset Proliferation 4.0?

    Here's hoping Ice Armor for Scrappers is also in 4.0!


    Batttle axe and warmace for scraps! (Foams at mouth.)

    At long last, a weapon set that does smashing damage! OMG, feer me robots....
  4. Huh....


    I never thought of it, but after re-running it for some tinkering, I'm gonna nominate my latest challenge arc, 505241.

    WARNING: The faction in there is very, very tough at high settings! Run it at minimum unless you're on a serious build!

    I totally did not plan for that arc to be so....grisly. But when I re-ran it, I was a bit surprised at myself. I must have been having a bad day or something.

    Background: This arc is sort of a sequel to my first challenge arc, which, now that I think about it, is pretty creepy too....

    209245

    Same warnings apply, run at minimum or I'm not responsible for your safety.

    Man, my head is fulll of icky things.....
  5. mauk2

    Titan weapons

    Quote:
    Originally Posted by Hercules View Post
    Not sure I like it that they'll be turning scrappers with this powerset essentially into brutes. I like having max damage out of the box - not chasing after rage/momentum bars.
    This mechanism already exists for scrappers in claws and dual blades, namely, you need to stack two of your damage buff attacks before your damage peaks. It's even more pronounced in kinetic melee, although that tends to rise and ebb as you play.

    Not nearly as bad as the fury bar, but it IS present.

    And to be honest, after the recent brute fury 'nerf' (LOL), fury conservation is not nearly so onerous as it used to be.
  6. Quote:
    Originally Posted by Ghost_Ripper View Post
    So, do most ppl agree that I should scrap my DB/Regen and go for a DB/WP...for Soloing AV's, or is Regen viable?
    Regen is extremely viable, IF you have the patience and attention span to micro-manage your survivability.

    DB can get some knockdown to help out, and you get reconstruction, instant healing, MOG and Meld as 'uh oh' buttons. Dull Pain should be perma or darn near, and acts to cap your hitpoints if at all possible, becuz you need as many as you can squeeze in.

    It is an extremely active, busy build, since you're basically doing clicks for both your offense and your defense. If you like that sort of thing, a GOOD regen is quite a bit tougher than a GOOD willpower.

    And that's saying a LOT.
  7. Quote:
    Originally Posted by Cheetatron View Post
    what does the slotting look like for some thing like that 2 IOs of each attribute? 4of 1 set? last 2 slots for Res?
    I slotted 3 numina's, heal, heal/rech, and heal/end/rech, and 3 Aegis, resist, resist/rech, resist/end/rech.

    With Spiritual, gets me +51.8 resist, +112 heal, +126 rech, +42 end reduction. Set bonuses are 12 percent regen, 1.88 percent hit points, 5 percent move speed, and 3.13 fire/cold defense. It does not suck.

    With hasten, it recharges about every 14 seconds or so. Each application gets me 30 percent toxic resist, and they last a minute, so it's stupid easy to cap as long as I start hitting it about a minute before I hit the toxic deathstorm.

    Oh, and it also heals for like 995 every time it goes off.
  8. On my fire tank, I have healing flames slotted for +heal, +recharge, and +resist.

    I cap 90 percent toxic resist any time I want to. I spike the Toxic Sewers without even blinking.
  9. In my opinion, fire/fire tanks do not need or want the fire epic.

    They need AND want the energy epic, for conserve power and physical perfection, to control their end.

    Conserve power, stamina, and consume, along with a +end proc in stamina and PP, Will Fix You.

    Fire/fire tanks by themselves have combustion, fire sword circle, burn, and blazing aura. With even moderate +recharge, you can have a seamless AOE attack chain, with BA gnawing on everything around you constantly.

    Add in Reactive for a 75 percent fire proc on every attack. The orange numbers fly up like sparks, it's very pretty.

    Single target, you get scorch, incinerate, and greater fire sword. Again, seamless without too much work/expense.

    The fire epic is massive overkill on a fire tank: You HAVE the offense built right in, use it.
  10. Quote:
    Originally Posted by Test_Rat View Post
    Like already said. Stalkers don't do any thing particularly better than the other three melee ATs.

    There is a meta of:

    Scrapper----------Brute----------Tanker
    Damage---------------------------Durabilty


    Where does stalker fit in there?

    Why play an AT with less durablity and less Burst and Sustained DPS than a scrapper?
    It should be:

    Stalker ----Scrapper----Brute----- Tanker

    Damage---------------------------Durability


    In fact it is:



    StlkrScrapperBruuuuuuuuuuuuuuuuuuteTank


    Damage---------------------------Durability

    The Devs need to fix this like so:

    Stalker------------------Scrapper----------Brute-----------------Tank


    Damage--------------------------------------------------------Durability



    Give stalkers a base melee dam mod of 1.25. (!)

    See:

    http://paragonwiki.com/wiki/Damage_Scalars

    WTF? Why do DOMS have a higher melee damage scalar than STALKERS?

    At the same time, raise Stalkers and Scrappers damage cap by 100 percent, and raise tanks resistance caps by three percent.

    http://paragonwiki.com/wiki/Damage_Cap#Damage

    Scraps and Stalkers now cap at +600 percent melee, Brutes at +775, tanks at +400. Assuming I'm reading this right.

    If an attack does a base 100, then:

    Tanks start at 80x1.2=96 and cap at 320 x1.2 = 384 (w/bruising, unchanged)

    Brutes start at 75 and can cap at 581(unchanged)

    Scrappers start at 112.5x1.06 =119 and can cap at 675x1.06=715.5 (raised from 596)

    Stalkers start at 125 and can cap at 750+(raised from 500+) Yes, I completely ignore the complicated kabuki-dance extras that stalkers get because it's stupid and they should do STOOPID DAMAGE for having to put up with that crap. So whatever they peak at, buffed and dancing all purty, should be enough to make your eyes pop out. Crit that boss to death in one shot? They sure as hell deserve it for having to wear the pretty little ballerina dress ALL THE TIME.

    Voila, now each melee archetype is distinctly unique. Stalkers can handily out-damage everybody in melee, scrappers out-damage brutes when buffed enough, and tanks out-survive brutes by enough to make a difference.

    Ehn, but what do I know.
  11. mauk2

    Step Child Woes

    Quote:
    Originally Posted by BrandX View Post
    Get in there and click buttons!

    I say that as a melee player who doesn't worry about teaming with knockback characters anymore.

    Now I just run in and kill things. If they're knockedback by some AOE, I run after it like rabid scrapper would!

    that said, it's nice when they don't mess up the group, but if so, so be it!

    Now get in there Energy Blasters and Assault Rifle Blasters and click away!

    Not you Dual Pistol Blasters. You can turn off your knockback! *glares* That's right, I said it. Besides, I want you doing more damage!


    ^^^ That.

    I play a lot of melee. A LOT.

    If I'm on a team with some guy who keeps blowin' things away from me, the first couple of times it's no biggy. But if I'm spending all my time running like a damn dog after a stick, I solve the problem by moving on.

    Any decent melee toon can simply 'play forward' of a knocker. The first blast that lands anywhere near me is my cue to move forward even more.

    Simple, easy, everybody gets to play.
  12. Quote:
    Originally Posted by SinisterDirge View Post
    Was not a fan of the combination. Much prefer the victoria/acu combination. With the aoe buff change, most of your pets will be over buffed anyway. (in teams that is) Solo, the orb has never really made a noticeable difference to me.
    Hmmm, good point. I've been seeing a LOT more bubblers lately.

    Which is hilarious because I've got two of them and haven't bothered to even try the new AOE buffs yet, I should quit slackin'
  13. Quote:
    Originally Posted by _Tux__EU View Post
    Has testing like this been done with all the new Lore pets? From a pure damage perspective is there a clear winner? What's everyone's favourite new pet?

    There's so many to choose from now I have no idea what to pick. I'm not really a concept person generally so I'm open to all sorts of opinions/raw data etc!

    Thanks.

    Tux.

    A lot of this discussion revolves around what you consider min/max.

    For pure ST damage, it's still cimmy's.

    For maximum overall damage, I think it's Viccy and her boy toy ACU, and in a crowd the ACU is giving Viccy a run for her money over who is doing moar damage.

    But I'm looking very hard at the combo of Viccy and battle orb. You get the ST punch of the Victoria pet combined with a group-wide buff that ALSO buffs the Viccy.

    Dead pets do no DPS.

    If you want more AOE, I've heard good things about the IDF.

    So it depends on what you're shooting for. Or shooting at, I suppose.....
  14. Quote:
    Originally Posted by Soul Trapped Burrito View Post
    Looking over your build again, Elegost, and I think I'd rather take jacob's ladder over charged brawl (taking havoc punch level 1.) With obliteration, same defense and 0.5% damage and 5% recharge more with a loss of 20 hp though I was told that 2209 is cap which if it is then it won't matter.
    Ehnnnn....

    In my experience, with solid recharge, jacob's ladder is not so good because it is a long, narrow cone. It's not BAD, but a single-target chain of charged, havoc, and dark blast is going to be plenty I suspect, and the better activation time of charged will make it feel much more fluid. With decent recharge, all the AOE you'll ever want will come from thunderstrike, it's the Real Deal.

    Oh, and per Mid's, scrapper hp cap is 2409. Revel in the badassitude.
  15. Hmm.

    Ok, I took Elegost's excellent build and tinkered it a bit, choosing Incarnate powers and accolades, tidying up a power or two, etc.

    This build would be a LOT of fun, assuming you can handle the constant work to keep it alive when things go wrong. But that's just the nature of regen, and adding Meld to the mix just makes it busier. It can be ridiculously powerful, if you get into your rhythm's.

    The best part of Elegost's build, in my opinion, is that it synchronizes Build Up and Lightning Rod. As a guy who plays a lot of electric melee, THIS IS HUGE.

    Your play experience should rapidly settle down to the 25 second cycle of BU,LR,TS, cleanup.

    In detail: Approach Line Of Sight to spawn, hit Build Up, smash the chosen spawn with Lightning Rod for 800-odd damage, Thunderstrike the surviving bosses and Lt's to make SURE they're knocked down and hand out another 600+damage, and then you have fifteen seconds to clean up with havoc punch, dark blast, and charged brawl before you move to LOS of next spawn, cycle build up for the next set of victims, repeat.

    Once you have this rhythm down, this guy will be an unstoppable force of destruction, with recon, IH, MOG, and Meld all there for 'oops' situations. Very very durable, very very dangerous, very very active playstyle.

    The build below has minor tweaks and one purple set in Dark Blast: While it has nice bonuses and will perform well, I dislike a lowby set like Decimation in a mainline attack, and the Apoc will be a very nice upgrade once you have some moar money's.


    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Regeneration
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dam%(23), T'Death-Dmg/Rchg(40), T'Death-Dmg/EndRdx/Rchg(40)
    Level 1: Fast Healing -- Heal-I(A)
    Level 2: Havoc Punch -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(23), T'Death-Dmg/EndRdx(40), T'Death-Dmg/Rchg(42)
    Level 4: Reconstruction -- Dct'dW-Heal(A), Dct'dW-Rchg(5), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(34)
    Level 6: Build Up -- RechRdx-I(A), RechRdx-I(7)
    Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Acc/Dmg/Rchg(9), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(17)
    Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(11), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13)
    Level 12: Hover -- LkGmblr-Rchg+(A), HO:Enzym(43)
    Level 14: Fly -- Winter-ResSlow(A)
    Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(34), Numna-EndRdx/Rchg(36), Numna-Regen/Rcvry+(37), Numna-Heal/Rchg(37), Numna-Heal/EndRdx/Rchg(42)
    Level 18: Chain Induction -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(19), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21)
    Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(39), P'Shift-EndMod/Acc/Rchg(43), P'Shift-Acc/Rchg(45), P'Shift-End%(46), P'Shift-EndMod/Acc(50)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(25), Aegis-ResDam(25)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
    Level 28: Instant Healing -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(29), Mrcl-Heal/Rchg(29)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(43), Decim-Acc/Dmg/Rchg(46), Decim-Build%(46)
    Level 44: Shadow Meld -- LkGmblr-Rchg+(A), HO:Membr(45), HO:Membr(45)
    Level 47: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
    Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    Level 50: Spiritual Core Paragon
    Level 50: Reactive Radial Flawless Interface
    Level 50: Warworks Radial Superior Ally
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A)



    Code:
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  16. mauk2

    Jump Kick?

    Quote:
    Originally Posted by xhris View Post
    Thnx for the reply. The reason I'm considering Jump Kick for my Bot/Trap MM is to slot a FF +rech proc in it since after throwing my traps I have enough free time for a kick or two and more importantly because it fits thematically (he is a cyborg rabbit).


    Dude, theme ALWAYS comes first. For a rabbit toon? Heck yeah, I'd take Jump Kick!


    Shucks, I'd think hard about slotting it up with some procs, it's ALWAYS gonna be up for another click of the button, it practically recharges while you're blinking.
  17. Also:

    I dislike stone armor and ice armor intensely, because they hide my costume, and I find them to be frankly ugly.

    (That said, the current Granite armor animation is MUCH BETTER than the original giant Mister Poo look, so thank you devs for that.)

    However, there exists in-game already a MUCH better animation which I feel could be used for both stone or ice as a choosable or unlockable alternate.

    I refer, of course, to the sadly neglected faction, the Igneous. The Igneus are a fantastic looking faction crippled by some of the dumbest AI in the game. Specifically, I refer to the visually stunning look of the Magmites.

    If you look carefully, you will see that the Magmites are HOLLOW, with flames inside, and a series of floating plates make up the outer layer.

    In my mind, it should be fairly simple to adapt that same sort of idea to stone and ice armor: namely, an overlay layer ABOVE your current costume. Make the layer big enough, and you should be well away from any clipping issues.

    Make the plates stoney for stone, or icy for ice.

    Voila!
  18. I would love a new fire sword. I think such a thing would benefit many sets, and if built right, could be very flexible. Here's my thoughts.

    The base image would be in two parts, 'blade' and 'hilt'. The blade would be cylindrical and translucent, like a real blowtorch flame running oxygen starved. Of course, color tintable.

    Alone, this cylindrical flame could be used for plasma blades, force swords, psionic blades, etc.

    The hilt could be three or four skins over the same cylindrical model. I'm thinking bare metal, leather wrapped, rough stone, and crystal as the textures. Maybe tintable, maybe not, depending.

    Here's a picture of the simplest variant, the plain blade tinted blue and the bare metal hilt.

    http://s1214.photobucket.com/albums/...lame_Sword.jpg

    Why, yes, it IS just a blowtorch.

    A third, highly desirable, element, would be the 'flames' element like on Infernal's axe. Being able to add flames to the base translucent blade would allow low-tech feels to be implemented. Indeed, if the flames were substantial enough, I could see a more magical/cosmic/psionic feeling with JUST the flames aura as the blade.

    The best part is, no animation changes needed, just reskinning the current blade and maybe adding a few more customizeable elements.

    This model could be used for fire melee toon and blade melee toons alike, of which there are MANY, so it'd be widely useful.
  19. mauk2

    Jump Kick?

    Jump Kick is not terrible these days, as it once was. Indeed, the recharge time is very attractive as filler for a low price, low recharge build that doesn't want to take six+ attack powers.

    With the "FREEDOM" upgrade incoming, I expect a lot of powers to get more attention, and some conventional wisdom to be re-looked. SO-only builds are gonna get a lot more work, while our billions-o-bling cadillacs get rarer.

    I look forward to the "HOLY CROW, is that what VIP is like?!" tells in PUG's.
  20. Quote:
    Originally Posted by Purus View Post
    I like, I had wondered about including rttc for softcapping, how effective is it v's actual cap?
    ...heh.

    Dude, at this point, you're debating how many angels can dance on the head of a pin.

    This toon is awesome. Who cares if it's capped or not? That's why it's called 'the cheaters cap'.

    You have 2300 freakin' hitpoints! A shot that kills a squishy like a bug might drive you into the yellow for a few seonds. Maybe.

    You do remember the seventy hit points a second +regen, right? And the 400 point heal every six seconds? (That's another 65 hp/sec right there.) Not to mention that nearly every attack in your primary debuffs a single hard-target's to-hits, which stacks with rttc and with your defense.

    Relax. Quit stressin' about the soft-cap, you're going to get there and with plenty to spare against almost anything. And even if you don't, YOU STILL DON'T CARE. I mean, this is the sort of build that wonders why everybody else is so worried about Devouring Earth emitters.

    Have I mentioned the resistances yet, and that you also have Strength of Will?

    There's a reason why layered defenses are not simply better, they are much better.

    You'll be fine.

    Build it and go play, you'll see.
  21. Quote:
    Originally Posted by xhris View Post
    Thnx guys for all the suggestions. So, I came up with some combos I'm interested in trying. What I'm looking for is a Scrapper/Brute with decent damage output and top survivability. Which do you think will fit my needs better?

    DB/DA, SS/DA, SS/FA, Kat/DA, Kat/WP, SS/ElA, SS/SD, something else?
    "Decent damage and top survivability."


    With those criteria, and looking at your options, the first choice hands down is kat/wp scrapper with parry in the mix(whatever wacky-*** name parry gets in katana).

    A respectable second is ss/elec brute. Elec can keep SS fed, and isn't bad for survivability with the kd and holds in SS. It will also do quite a bit better damage, due to damage aura and extra +recharge, at the expense of some durability.

    Everything else in that list is quite a ways back. Not bad per se, but not top survivability or a capable leveller. Kat/wp scrapper is a real dream to level, the only thing easier is a claws/wp brute.
  22. I tinkered a bit, see what ya think.

    It still has accuracy issues for soul drain, but hey, that's what yellows are for.

    It has the cheaters cap or close to it to all, and regenerates a whopping 70/sec against one guy you make you feel better about it. It's also maxxed for hitpoints, has a big heal every 5.5-ish seconds, is only 7 seconds off perma hasten and 4.8 seconds off perma soul drain.

    I swapped the fire pool for mu, and got you a real travel power. If you hate it, it's easy to swap back.


    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), Mako-Acc/EndRdx/Rchg(5), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(15)
    Level 1: High Pain Tolerance -- Aegis-ResDam/EndRdx/Rchg(A), Aegis-ResDam(21), Aegis-ResDam/EndRdx(25), Numna-Heal(34), Numna-Heal/Rchg(39), Numna-Heal/EndRdx(42)
    Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx(19), RctvArm-ResDam/EndRdx/Rchg(19)
    Level 4: Fast Healing -- Mrcl-Rcvry+(A), Mrcl-Heal(7), Mrcl-Heal/EndRdx(9), Mrcl-Heal/Rchg(21)
    Level 6: Shadow Maul -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(7), Erad-Acc/Rchg(9), Erad-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(45)
    Level 10: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(17), Nictus-Acc/Heal(17), Nictus-Acc/EndRdx/Heal/HP/Regen(39)
    Level 12: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 16: Rise to the Challenge -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(40), Numna-Heal(43), Numna-Heal/EndRdx(43)
    Level 18: Dark Consumption -- Oblit-Acc/Dmg/EndRdx/Rchg(A)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(34), P'Shift-EndMod/Acc(43)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(27), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(42)
    Level 26: Soul Drain -- GSFC-Build%(A), GSFC-ToHit/EndRdx(27), GSFC-Rchg/EndRdx(36), GSFC-ToHit/Rchg/EndRdx(37), GSFC-ToHit/Rchg(40), GSFC-ToHit(40)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), HO:Enzym(31)
    Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Acc/EndRdx/Rchg(42)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 38: Touch of Fear -- Abys-Acc/Fear/Rchg(A)
    Level 41: Super Jump -- Winter-ResSlow(A)
    Level 44: Mu Bolts -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(45), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(46), Apoc-Acc/Rchg(46), Dev'n-Acc/Dmg/EndRdx/Rchg(50)
    Level 47: Ball Lightning -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Knock%(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50), Posi-Dam%(50)
    Level 49: Strength of Will -- GA-3defTpProc(A)
    Level 50: Spiritual Radial Boost
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(3)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A)



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  23. ....I dunno.....


    I'm a big fan of "play what you like", but on WP I usually shoot for the 'cheaters cap' of 40 percent, and let RTTC's -to-hit take care of the rest. And you're reaaaaaally stretched thin on that build, a lot of attacks are 5 slots or less, and yet you have six slots in touch of fear for +defense bonuses? Which you honestly do not need.

    Even with soul drain up, you're not to-hit capped against +4's, and when it's down, I think you're going to have acc issues.

    If I were you, I'd rip out the Kinetic set in brawl and all extra slots from touch of fear, and use those 8 slots to 'thicken up' the rest of the build. (High pain tol, all attacks sixed, get a Kismet, etc) You'll still be just as tough on the defense front, and you can get a lot more hitpoints and much more solid attacks.

    I think this build has too much money in it to be spread so thin on the offense side.

    Just my opinion.
  24. mauk2

    Titan weapons

    Hooooly moses, I just thought of something.

    For years, I've been asking for a fighting set based on Leichtenhauer moves. This Could Be It.

    (so excited now)

    For example, here's a page with the basics:


    http://www.myarmoury.com/feature_arms_gls.html

    And here's a picture of What It Could Look Like.

    http://s1214.photobucket.com/albums/...tan_Weap_1.jpg


    Imagine those huge Buster-types weapons whipping and zipping about, all masterful and dangerous-like!

    So very interesting, I can't wait.
  25. Quote:
    Originally Posted by Auroxis View Post
    If you think that people not expecting you to main tank is a benefit, you might as well roll a brute.
    The point being, a fire tank actually CAN main tank 'the hard stuff' with some help, but if a wp, elec, or an inv shows up, (or heaven help a stoner) a fire tank easily swaps roles to heavy damage dealer. A fire tank certainly does more than enough damage to be considered a solid contributor. And I don't expect a new meleer to grasp off-tanking right away.

    Now, of course Brutes can also do this, but the "light and dangerous" builds have a lot more trouble handling things like herding the patrons, spiking the Apex sewer run, dragging Antimatter, etc.

    If you're looking to dip your toe into the dangerous world of melee for the first time, you want something with a little meat on it's bones. Honestly, I'd point him first at the fire/wp/soul brute due to the lack of the kb hole, but it's pretty easy to patch that up these days.

    And man, fire tanks are fun.