mauk2

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  1. mauk2

    War mace and ???

    Quote:
    Originally Posted by Rangle M. Down View Post
    Why make a (insert different AT) over (Insert current AT) when (Insert current AT) isn't as fun?

    (Sorry, I couldn't help it. I can't tell you how many times I've seen that in various threads about any AT.)

    All kidding aside, consider WM/Electric. While the dmg aura isn't quite as good as Fire's, it's still a damage aura. You will have higher resist numbers then Fire, a boost to speed/recharge in Lightning Reflexes, and great endurance management tools in both Energize and Power Sink. Energize isn't as good a heal as Fiery Embrace, but paired with War Mace I think you'd be fine.
    Yeah, mace and battle axe SHINE when combined with the resist-based+heal armor sets. I especially like battla axe, because it's ALL knockdown, nothing wanders. Fire is the least good fit because burn causes redraw, and dark is an endurance-drinking machine, but ba/elec has serious potential.
  2. Quote:
    Originally Posted by Bright View Post
    This...

    I have a KM Tank, a KM Scrap and two KM Stalkers. The Tank does just fine, and I like the way she plays quite a lot. (She's WP/KM-) No complaints about her at all. Siphon actually compliments a tank's pace reasonably well.

    The scrap, I can honestly say I hate at this point. I played him all the way to 50 trying to give him a "fair chance", but... ugh. Siphon looks great on paper, but with him it was a pain in the rear in practice. I'd have given almost anything to replace it with a plain old Build Up like my stalkers have. Plus, he's always been prone to odd bouts of not being able to hit the broad side of a barn, in spite of being enhanced for Accuracy out the metaphorical wazoo. The others also do their share of wiffing, but not nearly as badly as that scrap. There have been times when the streak-breaker was the only thing that allowed him to hit at all.

    The stalkers are just great. Their animations are fun, they have a very straight-foreward build up that works well for the way a stalker tends to handle, and they hit like a freaking sack of bricks. The first time my Shade one-shotted a CoT Spectral leut a level or two higher than she was, I giggled. Now that she's 50+3 with a nice set-build and a Tier 4 Musc Alpha, she's just a nightmare. Build Up + Burst right out of Hide, in particular, is love. (And, like my tank, Shade combined Willpower with KM. It's a good pairing.)

    So, yeah... Having played three of the four possible KM varieties now, I'd recommend the stalker based on my own experiences. YMMV, as always, but I really did find playing the scrap to be an annoying slog in comparison.

    I find myself interested.

    Do you happen to have a build with playstyle notes? It would be appreciated, my huge slush-pile o' builds is sorely lacking good stalkers.
  3. mauk2

    Scrappers

    Quote:
    Originally Posted by NightSable View Post
    Why no Ice Melee? Answer: It would suck. It sucks on tanks (for offense and damage). It really sucks. Concept aside, it has always sucked. Some people say it does not suck and they are wrong. They present lots of reasons of why it does not suck, and they are still wrong. Opinions vary, but ice melee advocates opinions are still wrong. On a tanker however, the damage mitigation is actually a useful tool, so it does have some utility for a tank, and a tank only, since they were not designed to be damage dealers (although many have worked past that even). Tanks are there to protect the team. Ice melee affords some protection. Scrappers are designed to kill baddies. Killing baddies protects the team too. Brutes to smash. I like smashing. Feels good. Ice melee does not kill and it does not smash. It is not strong or pretty. It is just pretty, and not strong. It is very pretty, and scrapper like to look pretty sometimes, but still like to be strong. Brutes only like to look strong, and sometimes they can be pretty, but must always be strong. Ice Melee is cold and does not make me feel good. I want my scrapper to kill bad guys, not slow them down. Death is slower.

    Ice Melee in its current form is not an acceptable primary. It needs to be remade I doubt the devs would remake it just for scrappers and have tanks cry waaaaaa, we want better ice melee. They deserve better ice melee, so what we are really asking for is to improve tank ice melee and then transport it over to other melee classes. Improve on tanks and then open to brutes and scrappers, then I say YES!!!! Hell YES!!! Some improvements were made, but they were not enough. Must.... Improve.... ICE MELEE...More.... A simple transport over with just making the scrapper base damages is a slap in the face to scrapperdom. They might as well create a new set and call it pansie slapping. Please be careful what you asked for. The devs need to work on my bo staff or pole arm melee before we waste time with damn ice melee. Agree that super strength should be transported to scrappers, because a critting foot stomp and on a scrapper with rage....... <stops to wipe drool off of chin>. Sorry distracted there a sec. Good call on the SS. Supports it.

    I have seen a lot of ice melee requests lately. Is it the ice sword you want? I want an ice sword too. The devs should make an ice katana and ice broadsword as a costume choice and problem solved. You do not want ice melee. You were just threadjacked as well. These aren't the droids you are looking for. You want a bo staff. Hitting badies with big sticks feels good. Bo staff would probably look pretty too. Damn good. Damn pretty. Ice Swords are pretty, but melt in the sun. Not so pretty, not so good. Improve Ice Melee.

    You want to make a scrapper with the following bio:

    Yea, though now I walk through the valley of the shadow of death, I shall fear no evil. For thou art with me. Thy rod and thy staff, they comfort me. Surely goodness and mercy shall follow me all the days of my life. Because I carry a big stick and I'm the meanest mother ****** in the valley!

    Say yes to Bo Staff. Say no to ice melee.

    In summary, Ice Melee pretty. Not strong. Improve. Move. No improve, stick it. Need to carry big stick. Mean **** in valley. Think Bo staff. This is all. Carry on.
    .....wow.

    I think I completely support this post.

    (holds up lit lighter)
  4. Ok, you want a melee toon, so, tank, brute, scrapper or stalker.

    You mention dark armor and fire armor by name.

    So, obvious first recommendation is a fire/fire tank, duh. They've been awesome since launch, and they're better now than ever. Plus, they're pretty interactive, you have to watch your blue, punch consume as required, and watch your red and punch healing flames as required, but I do not find them to be overwhelming to play like a claw/fire or a spines/dark. I don't have the reflexes for that crazy stuff.


    If that's not your cup of team, I'd point at a fire/wp/soul brute. Possibly the best synergies in brute-dom. Plus, much simpler to keep alive than dark or fire. (MUCH simpler.) Also, the ranged attacks and debuffs of gloom and dark obliteration willl help give that 'i'm doin' stuff ma!' feel people seem to like.


    If you want moar challenge....

    Er, no, yer spoiled by a MM. I was gonna say fire/sd scrapper, but that's likely too much. Maybe a bs/sd.

    But just look to the two above, they'll serve you well. Fire/fire/energy tank, or fire/wp/soul brute.

    The most important thing to do is to learn to BE BOLD. No more back row for you!

    The fire tanker is ideal for this, with the side benefit that few people will expect you to main tank for them....too often. You certainly CAN with a fire tank, but it's not basic anymore at that point
  5. Quote:
    Originally Posted by -Perfect_Predator- View Post
    What about incarnates now. Which alpha should I pick up considering the last posted build?
    SS and elec both love recharge, and with energy drain you can afford it, so spiritual for the 45 percent recharge.

    Then grab barrier, REACTIVE (omg you need reactive on this toon), and add maximum ST punch with the cimmy pets.

    You Will Like It.
  6. Quote:
    Originally Posted by Dinamo View Post
    With incarnates finally ice tanker can kill somebody?

    What is the best combination for an ice melee? Best to kill of course!

    I always wanted an ice tank, but always found them very weak, they spend little endurance, but did not kill anyone, with the incarnates, who now will be going?
    To increase the damage of an ice tanker:

    REACTIVE. You have a damage aura and 'ok' AOE attacks. You want the 75 percent chance to proc fire. You want it, you need it, you gotta have it.

    Judgement: Ionic does the most damage but is prone to failures. Void is the most defensive and by far easiest to use. Cryonic is thematically appropriate and has a VERY long range, if you can learn to use it as an opening salvo, it's perhaps the best of them all.

    Pets: The cimmy's do maximum single target damage, warworks do nice st and some AOE.

    Now get out there and destroy!
  7. Quote:
    Originally Posted by Fiery-Enforcer View Post
    Don't you mean a SS/Fire is faster under every condition?
    (shrug)

    All I know is, I have run 330 tip missions in a row, multiple times, on a fire/fire tank, often times with a very good ss/fire brute along. All at 0x8, vs all comers. The only thing I absolutely refused to do was the freakin' Knives, and not because they are hard, but because the -run was so freakin' annoying.

    Under those conditions, I came along and dropped him a wakie quite a few times. He never had to come and get me.

    Speed is only useful while you're alive. Staying sharp and 'on your game' for 15 minutes is not hard, but doing it for hours and hours and hours and hours....

    YMMV.
  8. Quote:
    Originally Posted by EvilRyu View Post
    I am kind of worried about burn. Last time I played fire armor was back in issue 1. After they changed it to make everything run from it I stopped playing fire. Dont get me wrong I know it was overpowered back then having your own portable rotisserie oven but I was hoping the devs would have made some sort of compromise on it since then. If it means I have to get an immobilize just to make it work I am not sure if I can go with fire again.
    I run tips with a fire/fire tank.

    Lemme repeat: FIRE/FIRE OMG THE WORLD IS ON FIRE TANK.

    Once you get combustion, fire sword circle, and burn fast enough to chain them with perma-burn rolling, and blazing aura ticking away, all of it stacking up reactives for even MORE fire, and THEN you punch fiery embrace AND build-up at the same time and nuke the poor suckers with EVEN MOAR FIRE?

    Then, you'll understand.

    I've aggroed three full spawns of Cimmerorans (you know the spot, first map of the ITF, at the top of that looong slope early in the mission) and watched all three spawns worth pile up around my feet, the minions dropping as fast as they can run in, the LT's right behind them, ignoring the healers becuz they can even begin to keep up, until all that's left is a half dozen mostly-dead bosses that don't run an inch away from me thanks to the taunt....

    And then the team catches up.

    Yeah. That's the stuff.

    Sure, a ss/fire brute is maybe faster under ideal conditions like an ambush map, but a blazing inferno on legs tank that never freakin' stops or even slows down, trundling like a lava flow from spawn to spawn while the leftover bosses run like hell to catch up and jump back into the inferno?

    It does all right.
  9. Quote:
    Originally Posted by Chuckles07 View Post
    So I have a fire/shield scrap, a ss/elec and ss/fire brute, and fire/kin corr and troller, and a fire/traps corr. I'm looking for another steamroller. I'm leaning away from trollers and MM and EAT's, with the new system (not saying I wont keep paying, just saying I might not).

    So shout out your favorite Blazing Pile of Destruction.
    C'mon, really?

    "Blazing Pile of Destruction" and you're looking at DARK?

    Fire/fire tank. Awesome at launch, still awesome right now.

    Trust me.
  10. Quote:
    Originally Posted by EvilRyu View Post
    Good question, what I plan on doing with the farming character is tip missions set for 8 people. I avoid annoying factions like malta and carnies but thats because I havent found a build that works against them 100% of the time.
    Ahhhh, see, that's why I asked.

    I have farmed a lot (A LOT) of tip missions at 0x8. I have done a large number of those with a buddy who brought a SERIOUSLY tooled-up ss/fa brute to the party. Even with external buffs, Malta, Carnies, Devouring Earth, and Nemesis all gave him real trouble. Especially Carnies. OMG, the Carny bosses are flippin' ridiculous.... If you 'toss out' all the annoying tip mission factions, it winds up taking forever. So you need a toon beefy enough to take on 'all comers'.

    I have personally used a fire/fire tanker and an elec/elec scrapper for these purposes. If I had to choose only one toon, I'd look very hard at a ss/elec/soul brute, or, a fire/wp/soul brute. The elec would be faster, the wp would be nigh-unstoppable.


    Quote:
    Electric seems more like what I want to do only because I might want to take those character thru the incarnate stuff provided that they fix the 10 threads thing even though I worked my butt off just as hard as the next person, at some point in time. Since those tend to be energy and psi heavy electric seems better for this. Can brutes get 90% resists to electric without tier 9 or thats only under tier 9?

    90 percent resist to energy damage is easy on a brute, no tier 9 required.

    Heck, with the T9 up, they're at 90 percent to everything but tox and 80 percent even to that, if you throw 2 slots at it.
  11. garrh, sorry, I posted the build before I finished it, dopey me.

    Here's what I'd recommend, honest.


    You get more damage by more recharge and much better slotting in the attacks, not to mention perma-hasten. You get even more damage by being able to handle almost anything without having the unst/hibe your way to survival. This isan't as fast as it's possible to get with a bs/inv, but it's pretty up there and gives up very little in other aspects. Plus, it's still as close to your current build as I could manage, so it should feel familiar to play. The big difference in attacking is that parry is now optional versus most things, which is another big boost to your dps.


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

    Click this DataLink to open the build!

    Ampithere: Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Invulnerability
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Acc/Dmg(3), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(7)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(7), Aegis-ResDam/EndRdx(9), Aegis-ResDam/Rchg(48), GA-3defTpProc(48)
    Level 2: Slice -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-%Dam(13), Oblit-Acc/Dmg/EndRdx/Rchg(13)
    Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(15), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(17)
    Level 6: Build Up -- RechRdx-I(A)
    Level 8: Parry -- LkGmblr-Rchg+(A), C'ngImp-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg(46), C'ngImp-Dmg/Rchg(48)
    Level 10: Dull Pain -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal(19), Dct'dW-Heal/EndRdx(21), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(23)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23)
    Level 14: Boxing -- T'Death-Acc/Dmg(A), T'Death-Dam%(25), T'Death-Acc/Dmg/EndRdx(27), T'Death-Dmg/EndRdx/Rchg(27), T'Death-Dmg/Rchg(29), T'Death-Dmg/EndRdx(29)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31)
    Level 18: Whirling Sword -- Oblit-Acc/Dmg/Rchg(A), Oblit-Acc/Rchg(33), Oblit-%Dam(33), Oblit-Dmg/Rchg(33), Oblit-Dmg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34)
    Level 20: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(34), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(46)
    Level 24: Resist Elements -- ResDam-I(A)
    Level 26: Disembowel -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Acc/Dmg(37), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(39)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), HO:Cyto(39), HO:Cyto(40), HO:Cyto(40)
    Level 30: Resist Energies -- ResDam-I(A)
    Level 32: Head Splitter -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(40), Armgdn-Dmg/Rchg(42), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Acc/Rchg(42), Erad-%Dam(43)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A)
    Level 38: Unstoppable -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-EndRdx/Rchg(43), RctvArm-ResDam(45)
    Level 41: Conserve Power -- RechRdx(A)
    Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), Numna-Heal(45), Numna-Heal/Rchg(45), P'Shift-End%(46)
    Level 47: Fly -- Winter-ResSlow(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(50)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(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: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run(A)
    Level 2: Hurdle -- Jump(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(50), P'Shift-End%(50)
    Level 1: Critical Hit
    Level 4: Ninja Run



    Code:
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  12. That is...an amazing build. To say that it's different from what most folks would recommend is an understatement, and yet, if you are using unstop/hibernate pairs, I could totally see this working for you.

    Amazing, the number of ways there are to play this game.

    Now, there's a few glaring things: You need to get rid of the six slotted health, that's a huge waste of resources.

    You REALLY want to complete those two Obliteration sets, the sixth slot bonus is huge.


    A BS/inv can potentially be one of the toughest toons that exist. If you are willing and able to invest, you will no longer need the unstoppable/hibernate combo to handle just about anything.

    You can still keep unstoppable as a momento, but both it and hibernate will be gathering a lot of dust.

    Most of this toughness will come from slotting your attacks with sets that boost your defense, and fixing a few slotting issues.


    I tinkered a bit, see what ya think:


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

    Click this DataLink to open the build!

    Ampithere: Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Invulnerability
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Acc/Dmg(3), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(7)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(7), Aegis-ResDam/EndRdx(9), Aegis-ResDam/Rchg(48), GA-3defTpProc(48)
    Level 2: Slice -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-%Dam(13), Oblit-Acc/Dmg/EndRdx/Rchg(13)
    Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(15), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(17)
    Level 6: Build Up -- RechRdx-I(A)
    Level 8: Parry -- LkGmblr-Rchg+(A), C'ngImp-Dmg/EndRdx/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg(46), C'ngImp-Dmg/Rchg(48)
    Level 10: Dull Pain -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal(19), Dct'dW-Heal/EndRdx(21), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(23)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23)
    Level 14: Boxing -- T'Death-Acc/Dmg(A), T'Death-Dam%(25), T'Death-Acc/Dmg/EndRdx(27), T'Death-Dmg/EndRdx/Rchg(27), T'Death-Dmg/Rchg(29), T'Death-Dmg/EndRdx(29)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31)
    Level 18: Whirling Sword -- Oblit-Acc/Dmg/Rchg(A), Oblit-Acc/Rchg(33), Oblit-%Dam(33), Oblit-Dmg/Rchg(33), Oblit-Dmg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34)
    Level 20: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(34), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(46)
    Level 24: Resist Elements -- ResDam-I(A)
    Level 26: Disembowel -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Acc/Dmg(37), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(39)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), HO:Cyto(39), HO:Cyto(40), HO:Cyto(40)
    Level 30: Resist Energies -- ResDam-I(A)
    Level 32: Head Splitter -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(40), Armgdn-Dmg/Rchg(42), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Acc/Rchg(42), Erad-%Dam(43)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A)
    Level 38: Unstoppable -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-EndRdx/Rchg(43), RctvArm-ResDam(45)
    Level 41: Conserve Power -- RechRdx(A)
    Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), Numna-Heal(45), Numna-Heal/Rchg(45), P'Shift-End%(46)
    Level 47: Fly -- Winter-ResSlow(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(50)
    Level 49: Maneuvers -- EndRdx(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: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run(A)
    Level 2: Hurdle -- Jump(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(50), P'Shift-End%(50)
    Level 1: Critical Hit
    Level 4: Ninja Run



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  13. mauk2

    Titan weapons

    Okay, I don't see a thread here yet, but this potential new set has me sitting up and paying attention.

    Two-handed melee, with a ramping +damage power? Sounds like it may be a re-skinned Kinetic Melee clone that's locked out of shield defense?

    Aside from the incredibly awesome concept art, I'm wondering how they're going to make this set stand apart and keep it balanced.... Maybe it will be the 'broadsword' to kinetic melee's 'katana'.

    Anybody have any more info/thoughts?
  14. Quote:
    Originally Posted by Steelclaw View Post
    Titan Weapons I'd love to see:

    * Railroad Track (single metal beam) with cross tie strapped on it

    * Electric Lamp Post where light is flickering off and on

    * Oil Lamp Post that bursts flames out its end with every hit (no additional damage, effect only)

    * Tree that bursts out leaves in a spray with each hit and the occasional bird or squirrel on the harder attacks

    * Clockwork Cog body with a trash can where its head used to be

    * Telephone pole section with many, many more hand hold spikes driven into it

    * Barber Shop Pole (Still working and spiralling)

    * Marble Statue's arm... hand clenched into a fist

    * Stone finger off one of the Huge Statues

    * Protestor holding a protest sign (okay maybe not... but it would LOOK funny as heck)

    * Neon Sign that keeps flickering on and off randomly... the word on the sign is (of course) FREEM

    * Log with a Banished Pantheon Mask strapped to the end of it... still glowing and occassionally struggling to get free... could be an unlockable.

    * Just the upper part of a tank... hold and swing by the gun barrel... hit them with the shattered remains of the turret

    * Clothing store mannequin wearing the same costume as the hero/villain or (if that's too difficult) wearing a generic hero costume complete with cape

    * Immense club of ice, stone, crystal, etc

    I SUPPORT ALL OF THESE.

    OMG, do I ever.....
  15. Quote:
    Originally Posted by Linea_Alba View Post
    Crab Tank +4x8 1:35 with liberal inspiration use, and several deaths.

    Kill Blazes first, Lts seconds, Sparks Third, then everything else.

    - Still too long.

    Did you run Darkness or Light? It kind of sounds like you did Light, but I'm not sure.....


    Quote:
    - Still some tough spots with too many random Blaze Bosses.
    - In more than one place I got 2 or more blaze bosses.
    - In all locations I needed 65% defense to softcap. Without a minimum of 65% defense I was instantly dead. However, once all the buffers were dead, 45% defense was sufficient for 3 to 6 leftovers, but in some cases I needed 55% or 65% until I got them cut down to only 2 or 3 bosses left.
    - In many locations I appeared to need 75% defense to softcap.
    - In two or three locations I appeared to need 95%+ Defense to softcap.
    - Once or twice I not only needed the 95% defense, I also needed 85% resist, the spike damage was just insane. These appeared to be areas with multiple Blaze Bosses. Or I was just having horrid luck.

    No, that sounds in the ballpark. Remember: This faction was designed to severely stress good TEAMS. They were designed to put damage in through stacked ice shields with a bubbler around, if need be. If your kill speed is low (which yours seems to be given the time, assuming it was the Light map) then the buffers have time to work and you're facing a WAR. If you completed it anyway, in the face of that level of opposition, my hat is off to ya.

    Wow. I still can't believe people are doing this solo.



    Quote:
    I love hard, but It's still too hard and too long.
    Any suggestions on a map you'd like better? I've poked idly at the notion of using LR's throneroom, with maybe 4 spawns, as a 'super RWZ' challenge sort of thing....

    Quote:
    I can't imagine ever leading a team into something like this. I think it would take 2 to 4 builds like mine to shore up a team to be able to handle this. 2+Vengeance, or 3 to 4 with no vengeance fodder. That means It'd likely insta-squish with extreme prejudice the average team.
    Of course. That's what it's designed to do. I've been asking repeatedly how we should change these to make them better for a solo test, with little feedback so far.


    Quote:
    I may try it with my Fortunata later.
    I take that back, after noting 9 of 12 have status protection, and the other three have Thaw(Clear Mind), anything relying on any form of control is going to be facing Mag 11 to Mag ?? status protection, depending on how many CMs get cast. The Fort wouldn't have a prayer with her control gutted. She'd be better off going NW, but with no resistance and no +HP, she'd still likely get slaughtered. Not worth the trouble.
    Oh, very much not. Remember, designed for teams. They were meant to soak up all the efforts of 3 to 5 GOOD controller toons and still present a stress test. And from personally seeing such teams run them, it works well. They ARE possible to hold/mezz/confuse, but it's work.

    Nobody gets a free ride.



    Quote:
    Note: I didn't "measure" defense values. However, If I was getting hit repeatedly, I'd add another small luck. There were many times that with 3 small lucks I was still hit repeatedly and the 4th small luck was enough to stem the tide. Not exactly scientific.
    No, your numbers were pretty close to what a buffed spawn would be generating. Good eye!

    And gratz on finishing, that's likely a 'worst case' run you did, FAR nastier than anything I can do solo.

    "Engine of Destruction" indeed.
  16. Quote:
    Originally Posted by Timegod View Post
    I need the help of the scrapper forums gurus. My main is MA/SD, and I've recently been farming my buns off to make some cash so I can make a decent build. I still don't have "LOL PURPLEZ" type money, but I have my 5 LOTG, can afford any other non-purple set and ought to be able to fit one or two purple sets on my build soon. So with that in mind, I need help devising a solid LVL 50, trial/high end TFs/TIPs type build. I don't PVP and I don't generally run low lvl stuff and when I do I have a build that gets the job done. My biggest questions for the guys in the know are:

    I like MA/sd, but it's going to be a little lacking in AOE. As long as you aren't worried about x8, you should do fine, though. MA/sd hits...HARD.


    Quote:
    1) What Epic Power Pool do you think is most worth it? Conceptually I took Caltrops and Exploding Shuriken, and while I can get a nice IO set in the Shuriken, I'm totally at a loss as to what optimal is in the EPP.
    It's tempting to go shopping for more AOE in your Epic: Don't Do It. MA/sd needs the energy pool. You want conserve power and physical perfection. You need the second Performance Shifter +End, and you want conserve power up as much as possible. Feeding that beast is a full time chore.



    Quote:
    2) Is it possible to be end efficient w/o taking the end Alpha? I have cardiac now (T3, hoping for a VR one day) I'd like the damage one or spiritual but I can barely keep my end up now running all the toggles I do.
    See above. With stamina and Physical perfection 2 slotted for +end, and conserve power to refill your bar every couple of minutes, you'll be able to afford the extra recharge of spiritual. Although, musculature might net you more dps, it'd be a close bit of math, and /sd doesn't really care TOO much for rech, outside of shield charge.


    Quote:
    3) If you could pick 2 purple sets, which ones would you pick and where would you put them in a MA/SD set?

    Thanks for reading guys, and any thoughts comments are much appreciated. I'm at the point where I feel like my build is solid, it gets the job done, but it is far from optimal.
    The melee and pbaoe sets, 5 each, with an extra proc or a non-damage triple in the sixth slot of each. I'd put them in CAK and Dragontail.

    But that's just me.
  17. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    SS/FA for both
    Welll.....I'm not so sure....


    EvilRyu, what are you planning to purp farm? AE fire maps won't work, and running endless council gets...old.

    If you plan to do all-round stuff, any non-tanker on fire aura is going to be delicate. I'd be looking at a ss/elec/soul brute at a minimum. Toxic is more rare at L50 than psi, outside of the Apex sewer run from hell.

    Oh, and no scrapper is going to be able to compete in this sort of evaluation, so I hope you like fury.
  18. If you didn't like bs/sd (/boggle) then you really want bs/wp. Probably the second best synergy out there.

    If, on the other hand, you want a LOT of damage, bs/fire is viable....barely. I find fiery aura on a scrapper to be very delicate, and even parry has trouble toughening you up. Plus, burn causes redraw.

    But the joy here is fiery embrace. Combined with headsplitter? Oh, yes, please.
  19. mauk2

    1 Tanker only

    These topics always make me chuckle a little.


    If anyone ever tells me I need to switch off a tanker, I immediately quit team and go do something else. (But it's been years since I had to.)

    Hands-down, the easiest and most fun TF's I've ever done were on Tanker Tuesdays.

    If two tanks are too many, WTF is going on with EIGHT?

    People who say that sort of thing are idiots.
  20. I tinkered on Ginzen's build a bit. For the 49 power i tossed in assault, becuz you can afford it, more damage is good, and it gets you taunt and placate resistance, which is...okay.


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

    Click this DataLink to open the build!

    Astor Dark: Level 50 Mutation Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Willpower
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Smite -- Hectmb-Dmg/EndRdx(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Acc/Rchg(13), Hectmb-Dam%(13), Mako-Acc/EndRdx/Rchg(46)
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(3), Numna-Heal/Rchg(5), ImpArm-ResDam/EndRdx(19), S'fstPrt-ResDam/Def+(25), ImpArm-ResDam(42)
    Level 2: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(15), RctvArm-EndRdx(43)
    Level 4: Fast Healing -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(7), Numna-Heal/EndRdx/Rchg(9), Numna-Regen/Rcvry+(15), Numna-Heal(17), Numna-Heal/EndRdx(17)
    Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23), Nictus-Heal/HP/Regen/Rchg(23), Nictus-Acc/EndRdx/Heal/HP/Regen(25)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Zephyr-Travel(A)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(27), Numna-Heal/EndRdx/Rchg(27)
    Level 18: Hasten -- RechRdx-I(A), RechRdx-I(37)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Acc(29)
    Level 22: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(43)
    Level 24: Weave -- LkGmblr-Rchg+(A), HO:Enzym(33), HO:Enzym(33)
    Level 26: Soul Drain -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(33), Erad-Acc/Rchg(34), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(34)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(31), HO:Enzym(39)
    Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), GS-Acc/Dmg/End/Rech(37), KntkC'bat-Dmg/EndRdx(39), GS-Acc/End/Rech(39), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40)
    Level 35: Dark Consumption -- Erad-Dmg(A), Erad-Acc/Rchg(36), Erad-Acc/Dmg/Rchg(37)
    Level 38: Strength of Will -- GA-3defTpProc(A)
    Level 41: Ring of Fire -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-EndRdx/Immob(43), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-Acc/Rchg(46)
    Level 44: Char -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(45), BasGaze-Acc/Rchg(45), BasGaze-Acc/EndRdx/Rchg/Hold(46)
    Level 47: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50)
    Level 49: Assault -- RechRdx-I(A)
    Level 50: Spiritual Radial Boost
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(40)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(50)



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  21. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    ok thinking of
    Draku Viduuz
    Looks awesome, great name.

    DOOOO EEEEET.
  22. Quote:
    Originally Posted by StratoNexus View Post
    The map is too big. The map requires doubling back twice, requires lots of moving, and will contain about 20 spawns plus the ambushers. Solution: Use Medium map Caves Smooth Set - 7. This map will allow for 2 of each boss (6 total placed boss spawns), 2 destroy objectives, and 3 ambushes. It still has several areas where over-aggro can be a concern, so the map does not lose that good feature. From several tests, it will spawn the 8 placed objectives plus 3 generic spawns, for 11 normal spawns + the 3 ambush spawns.

    Okay, I will confess, i totally flaked and forgot about this. i sux.

    So, I built a new challenge map, using Smooth Cave Medium 7 as suggested: It's a very good map.

    I made this one a lot simpler: There's no ambushes or objects. Instead, it's a kill all.

    Why?

    Well, I thought about it a bit, and I find it doubtful we'll see many serious stealthers trying to run this. More importantly, by making it a kill all, we get a solid baseline. Everybody who runs the map at a given setting will face exactly the same number of mobs, and with a sample this size, it is likely they will face close to the same numbers of each mob type.

    I hard-coded 2 of each type of boss this time around, since I had some spare room, and if people make a good argument for it I could add a few more things as well.

    The new mission is called "Into the Light" and is Arc ID 505241.

    Have fun, rate 5 stars pls, and if there's any feedback/thoughts/suggestions, post them up and let us take a look at them.
  23. Quote:
    Originally Posted by Haetron View Post
    If you're gonna plug an arc, dude, inculde an Arc ID!
    LOL!

    OMG, I'm so full of fail....


    It's 209245, but be careful, it's designed to kill you.

    You Have Been Warned.

    I highly recommend you check the 'Architect Ultra Challenge' thread in the Scrapper forum, it lays out the exact powers of every mob in advance, so there's no surprises.

    Now I gotta go home and build a smaller one, too, I totally flaked and forgot about it, duhr.
  24. Heh.

    There's a simple way to know which combos are "the best", just go run the Ultra Challenge.

    People aren't posting in that thread right now, but I get a steady trickle of 5-star votes (thanks to you all!) and mission feedback tells, so people are definitely using it all the time.

    So far, about the fastest times I've seen at the highest settings are an invuln tank and an elec brute. Those guys must be MONSTERS.

    But blasters, widows, warshades, and a dom have also completed it. So just run that and see how fast you go, it's designed to be just as hard on Dark as it is on Elec, Fire, WP, or Invuln.

    /plug


    Oh, rats, that reminds me, I was gonna build another one wasn't I.... I suck at this game....
  25. Quote:
    Originally Posted by ChaosAngelGeno View Post
    Nabbed a Hecatomb recipe in a single +0/x8, w/ Bosses Battle Maiden map run on my Claws/SR scrapper. Hard to say whether or not fighting boss level critter helps or hurts.
    Bosses always help, becuz they get a shot at more pools.

    No, that ain't purps, but stock is stock.