protector_knight

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  1. spines/sr has been my spawn killing beast. You tare through whole spawns quick. and you can even kite a spawn with throw spines. and super reflexes is a very durable scrapper set. so much so that some of my tanks are jelous
  2. it is this build but just put SO's in it for now, because I don't have the funds for the build yet. I gotta use my primary build to fuel my second. but as of just straight SO's I was able to solo 2 cot bosses in peregrine Island in under a minute, with my 33% defense holding steady.

    My first build got sapped and I nearly died. Here is the soloable build, just switch the sets for SO's

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    vengful-nature: Level 50 Mutation Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Lunge -- Mako-Acc/Dmg/EndRdx/Rchg(A)
    Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/Rchg(5), LkGmblr-EndRdx/Rchg(5), LkGmblr-Def/EndRdx/Rchg(7)
    Level 2: Spine Burst -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-Dmg(9), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11)
    Level 4: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def(13), LkGmblr-Def/Rchg(15), LkGmblr-EndRdx/Rchg(15), LkGmblr-Def/EndRdx/Rchg(17)
    Level 6: Agile -- GftotA-Def(A), GftotA-Def/EndRdx(17), GftotA-Def/Rchg(19)
    Level 8: Impale -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(19), Thundr-Acc/Dmg(21), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(23)
    Level 10: Practiced Brawler -- RechRdx(A), RechRdx(25), RechRdx(25)
    Level 12: Hurdle -- Jump(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Numna-Heal/EndRdx(27)
    Level 16: Dodge -- GftotA-Def(A), GftotA-Def/EndRdx(29), GftotA-Def/Rchg(29)
    Level 18: Quills -- P'ngTtl--Rchg%(A), P'ngTtl-EndRdx/Rchg/Slow(31), P'ngTtl-Dmg/Slow(31), P'ngTtl-Acc/EndRdx(31), P'ngTtl-Acc/Slow(33)
    Level 20: Stamina -- EnManip-Stun%(A), EnManip-EndMod/Rchg(33), EnManip-EndMod(33)
    Level 22: Hasten -- RechRdx(A), RechRdx(34), RechRdx(34)
    Level 24: Super Speed -- Run(A)
    Level 26: Ripper -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37)
    Level 28: Quickness -- Run(A)
    Level 30: Lucky -- GftotA-Def(A), GftotA-Def/EndRdx(37), GftotA-Def/Rchg(37)
    Level 32: Throw Spines -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(39), Posi-Acc/Dmg(39), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(40)
    Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(42), LkGmblr-Def/Rchg(42), LkGmblr-EndRdx/Rchg(42), LkGmblr-Def/EndRdx/Rchg(43)
    Level 38: Build Up -- RechRdx(A), RechRdx(43), RechRdx(43)
    Level 41: Conserve Power -- RechRdx(A), RechRdx(45), RechRdx(45)
    Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(46), EnManip-Stun%(46), EnManip-EndMod/Rchg(46), EnManip-EndMod(48)
    Level 47: Focused Accuracy -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit(50)
    Level 49: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(50), Zephyr-Travel(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 8% DamageBuff(Smashing)
    • 8% DamageBuff(Lethal)
    • 8% DamageBuff(Fire)
    • 8% DamageBuff(Cold)
    • 8% DamageBuff(Energy)
    • 8% DamageBuff(Negative)
    • 8% DamageBuff(Toxic)
    • 8% DamageBuff(Psionic)
    • 3.75% Defense(Smashing)
    • 3.75% Defense(Lethal)
    • 1.56% Defense(Fire)
    • 1.56% Defense(Cold)
    • 5.31% Defense(Energy)
    • 5.31% Defense(Negative)
    • 7.5% Defense(Melee)
    • 6.88% Defense(Ranged)
    • 3.13% Defense(AoE)
    • 38.8% Enhancement(RechargeTime)
    • 2.5% Enhancement(JumpHeight)
    • 2.5% Enhancement(FlySpeed)
    • 52% Enhancement(Accuracy)
    • 2.5% Enhancement(RunSpeed)
    • 2.5% Enhancement(JumpSpeed)
    • 4% FlySpeed
    • 95.4 HP (7.12%) HitPoints
    • 4% JumpHeight
    • 4% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 11%
    • MezResist(Sleep) 2.75%
    • MezResist(Stun) 4.4%
    • 13.5% (0.23 End/sec) Recovery
    • 66% (3.69 HP/sec) Regeneration
    • 9.08% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 3.13% Resistance(Toxic)
    • 9.38% Resistance(Psionic)
    • 4% RunSpeed



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  3. I got my dual build SO's slotted for now, and she is already alot stronger than my first build (dmg per end use). She gonna be wicked once I create that IO build
  4. Quote:
    Originally Posted by BlazingBlue View Post
    The /Regeneration redraw on weapon sets isn't so bad, in my opinion. Infact, my main and favourite toon is my BS/Regen.

    Considering Dual Blade/ combo preperation lasts for approximately two seconds between each power for the combo, that's enough time to quickly heal and then carry on with the combo. Moment of Glory takes 2.772 seconds to cast, though - so hitting that would ruin the combo.

    I guess it all comes down to the player's opinion on the playstyle.
    Also I might be ignorant to that toons play style. I didn't spend near the time I did with my spines/sr. So it might be I am either chewing off too much to handle, and or I am useing the wrong powers at certain times.

    I don't honestly think my db/regen is of poor deisgn, or poor meshing quality's It is user side too. I still like invun better though. IMO strickly

    However until lvl 28 you gonna do what most invuns do, face plant from time to time, because invincibility isn't at your disposal. after lvl 28, you gonna be a tough beast. Where is Johnny-butane when you need him
  5. Quote:
    Originally Posted by Sailboat View Post
    On the other hand, if you plan to make several characters, Inv is just as strong with any primary that doesn't do excessive knockback, which I don't think any Scrapper primaries do, but Regen's clicks causes redraw with the weapon-based primaries (and I think with certain elemental ones, if you're using fire swords, for example). But Martial Arts is not among them. Therefore if you want to have one of these two secondaries with MA and make the other with anything else, I'd make the MA one a Regen.
    gotta second the /regen redraw on weapons. I never really thought the forum goers words held any weight when they were talking about redraw... I thought they were whineing or something. Naw I found that how with my db/regen. Also like I said earlyer don't take something that has long animations, cuz a spawn can eat you alive before you have the anime finished. For the record mine has some IO's sets, not fully, but I run tough and weave.

    My lvl 20 dm/invun feels less squshie than my lvl 50 db/regen. Just wait till I get invincibility, and six slot it for 3 def buff and three +tohit.

    I am not trying to pooh pooh on regen, it is a fun set, but weapon redraw can kill it :'(
  6. Invun is the more sturdy set, however the endurance is a non issue on regen.

    I would go invun/ becasue of dullpain, a mixed res/def build, with the dp acts as a scaleing defensive system that can take high amounts of punishment. Also invincibility has a scaleing to-hit buff in it, which if hit with hurricane or something like smoke gernade will allow you to hit alot easyer.

    I have a lvl 50 invun/axe tank, and a lvl 50 db/regen. so I know both sets very well. You will have harder time slotting for recovery IO bonuses with invun/ however invun is by far stronger IMO

    [edit] also if you have long animations, you can actually die before you can click a heal with regen, cuz you are locked into animations. That is probally why I don't play my db/regen, cuz say 1k cuts, and spawn lays on me, I am dead before anime completes. another thing I fogot to mention. both are good sets, I just think invun is better IMO. I do have a lvl 20 dm/invuln scrap. YMMV!
  7. I appreciate every ones feed back. Most of you who remember my old forum days, knows I stayed on tanks. well I am tryin to break out, and enjoy different roles. my db/regen allowed me a taste or scrapper lock, then my spines/sr pushed that to a kind of spawn killing high.

    I since roled a bs/sd, a dm/invun (everyone knows pk is my pride and joy, so I plan on rocking invun on scraps).

    Anyways thanks for the feed back.
  8. I do carnies while I power lvl my wifes emp at +2 x4. now I know you gonna say thats nto fair you ain't solo, however she was afk basically the whole mish.

    The only time I play is on the weekends and that is rarely ever solo (with out wife). spines/sr.

    I bet my build can sustain x8, but seeing my primary build the blues would role right out of my inspirations tray.
  9. I read and see on the boards and utube these scraps that battle AV's and GM's and some out of this world stuff.

    I know you must need so major damage out put. Is Kat still the strongest ST attk dmg?

    Some of you have seen my spines/sr build, and I am very shocked how strong she is (durability wise), but I don't think it can sustain with out 1oo's of millions of influence in the build. That takes time that I don't have seeing as I might get 10 hours a week, usually on friday night into early morn sat, and sat night till early morn sunday. So that is why if any one has seen any of my tank builds, or my fire/storm/earth build, they are all about 100 mil or so. I don't have the time to rack up billions of influence.

    Anyways back to my point. What secondary will give the sustainability to the endurance bar, and the durability to survive such a fight, that I see you posters post? I remember some where, some one saying kat was the highest ST dmg set, however leathal is very highly resisted. Could some one point out one of these scrapping beast power sets pri/sec.

    Think some one said claws/sr is the AV killer, and spines/sr is the farmer... I have a lvl 50 db/regen and then a lvl 50 spines/sr. The concept of my db/regen just can't over power the playability of the spines/sr. I like AoE, period. However AoE doesn't kill single foes.

    I would appreciate some advice here. ty in advance.
  10. here is my proposed solo with out kin build

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    vengful-nature: Level 50 Mutation Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Lunge -- Mako-Acc/Dmg/EndRdx/Rchg(A)
    Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/Rchg(5), LkGmblr-EndRdx/Rchg(5), LkGmblr-Def/EndRdx/Rchg(7)
    Level 2: Spine Burst -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-Dmg(9), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11)
    Level 4: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def(13), LkGmblr-Def/Rchg(15), LkGmblr-EndRdx/Rchg(15), LkGmblr-Def/EndRdx/Rchg(17)
    Level 6: Agile -- GftotA-Def(A), GftotA-Def/EndRdx(17), GftotA-Def/Rchg(19)
    Level 8: Impale -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(19), Thundr-Acc/Dmg(21), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(23)
    Level 10: Practiced Brawler -- RechRdx(A), RechRdx(25), RechRdx(25)
    Level 12: Hurdle -- Jump(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Numna-Heal/EndRdx(27)
    Level 16: Dodge -- GftotA-Def(A), GftotA-Def/EndRdx(29), GftotA-Def/Rchg(29)
    Level 18: Quills -- P'ngTtl--Rchg%(A), P'ngTtl-EndRdx/Rchg/Slow(31), P'ngTtl-Dmg/Slow(31), P'ngTtl-Acc/EndRdx(31), P'ngTtl-Acc/Slow(33)
    Level 20: Stamina -- EnManip-Stun%(A), EnManip-EndMod/Rchg(33), EnManip-EndMod(33)
    Level 22: Hasten -- RechRdx(A), RechRdx(34), RechRdx(34)
    Level 24: Super Speed -- Run(A)
    Level 26: Ripper -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37)
    Level 28: Quickness -- Run(A)
    Level 30: Lucky -- GftotA-Def(A), GftotA-Def/EndRdx(37), GftotA-Def/Rchg(37)
    Level 32: Throw Spines -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(39), Posi-Acc/Dmg(39), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(40)
    Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(42), LkGmblr-Def/Rchg(42), LkGmblr-EndRdx/Rchg(42), LkGmblr-Def/EndRdx/Rchg(43)
    Level 38: Build Up -- RechRdx(A), RechRdx(43), RechRdx(43)
    Level 41: Conserve Power -- RechRdx(A), RechRdx(45), RechRdx(45)
    Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(46), EnManip-Stun%(46), EnManip-EndMod/Rchg(46), EnManip-EndMod(48)
    Level 47: Focused Accuracy -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit(50)
    Level 49: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(50), Zephyr-Travel(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 8% DamageBuff(Smashing)
    • 8% DamageBuff(Lethal)
    • 8% DamageBuff(Fire)
    • 8% DamageBuff(Cold)
    • 8% DamageBuff(Energy)
    • 8% DamageBuff(Negative)
    • 8% DamageBuff(Toxic)
    • 8% DamageBuff(Psionic)
    • 3.75% Defense(Smashing)
    • 3.75% Defense(Lethal)
    • 1.56% Defense(Fire)
    • 1.56% Defense(Cold)
    • 5.31% Defense(Energy)
    • 5.31% Defense(Negative)
    • 7.5% Defense(Melee)
    • 6.88% Defense(Ranged)
    • 3.13% Defense(AoE)
    • 38.8% Enhancement(RechargeTime)
    • 2.5% Enhancement(JumpHeight)
    • 2.5% Enhancement(FlySpeed)
    • 52% Enhancement(Accuracy)
    • 2.5% Enhancement(RunSpeed)
    • 2.5% Enhancement(JumpSpeed)
    • 4% FlySpeed
    • 95.4 HP (7.12%) HitPoints
    • 4% JumpHeight
    • 4% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 11%
    • MezResist(Sleep) 2.75%
    • MezResist(Stun) 4.4%
    • 13.5% (0.23 End/sec) Recovery
    • 66% (3.69 HP/sec) Regeneration
    • 9.08% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 3.13% Resistance(Toxic)
    • 9.38% Resistance(Psionic)
    • 4% RunSpeed
  11. I actually have two builds in the works My first which I will present isn't slotted for solo. This build I must admit my duo was a kin/ice so it was built more for dmg output, and it doesn't have build-up, cuz of AE boss farms and FS from the kin, perma, didn't need it.

    Well we hit fifty some time ago and she don't play her kin, so I created a second, more well rounded build that I will post later today. I gotta take my kids to the doctor, but this first build is a solid (defensively) build.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Vengful-Nature: Level 50 Mutation Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Lunge -- B'ngBlow-Dmg/Rchg(A), B'ngBlow-Dmg/EndRdx(3), B'ngBlow-Acc/Dmg(3)
    Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(17), RedFtn-EndRdx/Rchg(17), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(34), RedFtn-EndRdx(36)
    Level 2: Spine Burst -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(5), M'Strk-Dmg/Rchg(5), M'Strk-Acc/EndRdx(7), M'Strk-Dmg/EndRdx/Rchg(7), M'Strk-Acc/Dmg/EndRdx(9)
    Level 4: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(37)
    Level 6: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(39), S'dpty-Def/Rchg(39)
    Level 8: Impale -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(9), Thundr-Acc/Dmg(11), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(13)
    Level 10: Practiced Brawler -- RechRdx(A), RechRdx(39), RechRdx(40)
    Level 12: Hurdle -- Jump(A)
    Level 14: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(15), Mrcl-Heal/Rchg(15)
    Level 16: Dodge -- S'dpty-Def(A), S'dpty-Def/EndRdx(40), S'dpty-Def/Rchg(40)
    Level 18: Quills -- P'ngTtl--Rchg%(A), P'ngTtl-EndRdx/Rchg/Slow(19), P'ngTtl-Acc/Slow(19), P'ngTtl-Dmg/Slow(21), P'ngTtl-Acc/EndRdx(21), P'ngTtl-Rng/Slow(23)
    Level 20: Stamina -- EndMod(A), EndMod(23), EndMod(25)
    Level 22: Hasten -- RechRdx(A), RechRdx(25), RechRdx(27)
    Level 24: Super Speed -- Run(A)
    Level 26: Ripper -- M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Acc/Dmg/EndRdx(27), M'Strk-Acc/Dmg(29), M'Strk-Dmg/EndRdx(29), M'Strk-Dmg/Rchg(31), M'Strk-Acc/EndRdx(31)
    Level 28: Quickness -- Run(A)
    Level 30: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(42), S'dpty-Def/Rchg(42)
    Level 32: Throw Spines -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Acc/Dmg/EndRdx(33), Det'tn-Acc/Dmg(33), Det'tn-Dmg/EndRdx(33), Det'tn-Dmg/Rchg(34), Det'tn-Dmg/Rng(34)
    Level 35: Evasion -- RedFtn-EndRdx(A), RedFtn-Def(42), RedFtn-Def/EndRdx(43), RedFtn-Def/Rchg(43), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(45)
    Level 38: Kick -- Acc(A)
    Level 41: Tough -- ImpSkn-Status(A), ImpSkn-ResDam/EndRdx(45), ImpSkn-ResDam/Rchg(45), ImpSkn-EndRdx/Rchg(46), ImpSkn-ResDam/EndRdx/Rchg(46)
    Level 44: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(46), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48)
    Level 47: Combat Jumping -- ULeap-Stlth(A), ULeap-Jump(50), ULeap-EndRdx(50)
    Level 49: Focused Accuracy -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 10% DamageBuff(Smashing)
    • 10% DamageBuff(Lethal)
    • 10% DamageBuff(Fire)
    • 10% DamageBuff(Cold)
    • 10% DamageBuff(Energy)
    • 10% DamageBuff(Negative)
    • 10% DamageBuff(Toxic)
    • 10% DamageBuff(Psionic)
    • 1.88% Defense(Smashing)
    • 1.88% Defense(Lethal)
    • 2.81% Defense(Fire)
    • 2.81% Defense(Cold)
    • 9.06% Defense(Energy)
    • 9.06% Defense(Negative)
    • 3.75% Defense(Melee)
    • 14.4% Defense(Ranged)
    • 5.63% Defense(AoE)
    • 25% Enhancement(RechargeTime)
    • 16% Enhancement(Accuracy)
    • 2.5% Enhancement(RunSpeed)
    • 2.5% Enhancement(JumpHeight)
    • 2.5% Enhancement(JumpSpeed)
    • 2.5% Enhancement(FlySpeed)
    • 4% FlySpeed
    • 105.4 HP (7.87%) HitPoints
    • 8% JumpHeight
    • 8% JumpSpeed
    • MezResist(Confused) 7.5%
    • MezResist(Held) 10.3%
    • MezResist(Immobilize) 16.3%
    • MezResist(Sleep) 17.4%
    • MezResist(Stun) 10.8%
    • MezResist(Terrorized) 7.5%
    • 5.5% (0.09 End/sec) Recovery
    • 12% (0.67 HP/sec) Regeneration
    • 6.93% Resistance(Fire)
    • 6.93% Resistance(Cold)
    • 1.88% Resistance(Energy)
    • 1.88% Resistance(Toxic)
    • 4% RunSpeed
    • 3% XPDebtProtection
  12. Quote:
    Originally Posted by DodgerTA View Post
    While you have a good idea, and it WILL work to some degree, you will have some of the same problem that I have with my Kin/Archery - the weapon redraw gets annoying because you constantly have to switch back and forth to keep your Kin powers' buffs on and heals and transferences going while keeping up your damage stream.

    The blaster's damage will STILL be greater, mostly because the blaster has precious little to do once set up at the beginning of a fight, except deal his damage.

    Kins have many other things to do. While the Fulcrum Shift/Full Auto/Flamethrower/M30 combo will work very, very nicely, and bring you much joy, the plain truth of it is that you will often find yourself interrupting your attack chain. To reposition yourself, or heal yourself, or re-apply Fulcrum Shift to keep your damage capped, or re-cast Siphon Speed to keep your Full Auto coming back as fast as possible.

    So while you can play a Kin/AR like a blaster, post fulcrum shift, chances are it won't be as successful as the blaster. The playstyles are quite different, and you will notice that difference a lot as you level up, especially BEFORE 32/38.
    Yeah I am lvl 17 now. I have a ta/arch on virtue... So far I am likeing the kin alot better than the ta.

    Now the one thing I have noticed (siphon power aside), AR has more dmg output than arch. The animations are also alot shorter. AR is my fave blaster primary (I admit my xp is limited), and I was trying to settle into something that wasn't tank, or scrap.

    The whole FS experiemnt was the reason for the creation, but the Assault rifle is what holds this defender from the delete button. I might actually beable to play some other form of defender.

    However, I sincerely enjoy this kin/ar. My TA/arch gets boreing after a couple of hours. the whole constant debuff thing gets mundane. With the recharge on my ta (lvl 26), I can double stack most of the debuffs. Only thing that excites me on the ta/arch is AV's, and my duo is a fa/wm tank, and oil slick is sadistically lovely.

    I apprecate the feed back.
  13. Quote:
    Originally Posted by Dersk View Post
    It is autohit.
    Wow, see I havn't had the actual xp. it called for acc enhancements so I would logically put them in.... that is the same thing with Freezeing rain. It calls for acc, but I yet to ever see that miss. then **** I would put 2 def, 2 recharge, 2 end mods
  14. Quote:
    Originally Posted by Vanden View Post
    Is this power still a big contributor to defense, or is it more about the endurance these days?
    The way I plan on going with is will be 2 acc 2 def buffs 2 recharge. Course if you have hasten you can replace a recharge for a endmod.

    Course I plan on useing it for def buffs. Wife has a lvl 50 ice/ss and starting off with EA slotted that way, makes her very tough.
  15. So I roled a kin/ar, on the flip side I also roled a ar/dev blaster. My goal for the kin/ar is to see if fulcrum shift would allow the kin/ar to out perform the ar/dev. Am I spot on in my theory, or is it as some one else said in their "defs obsolete" post... Is the damage ratio that great?

    I am not much of a ranged player, and never gotten a defender past 20's. I never got a blaster past 20's either.

    Is the damage ratio going to be like a scrap v.s. tank? My tanks with FS will take about 100 dmg (on average) over a normal scrap, however my scraps with FS will take about 200-300 dmg over normal tank.

    I do actually enjoy the kin/ar...
  16. Quote:
    Originally Posted by W Peace View Post
    Having done Ice/Dark to about 16 or 17, I've already found it pretty survivable. The -tohit in the attacks is *not* as strong as Brute, Scrapper, or Stalker versions, which I think is not fair, since tanks have the least damage of the 4 melee ATs, they should get better secondary effects, but I digress. With just the basics and only DOs slotted, I've been able to tank +1s and the occasional +2 spawn with no major difficulty. I imagine once I get to SOs and can take and enhance Siphon Life that I'll be a nigh-unstoppable force to be reckoned with. Definitely a good choice.

    ~WP
    Gotta second the ice/dm. This set goes hand in hand in a lot of situations. the -tohit stacks, less they hit the longer you live. Siphon life, right out of the box saved my butt countless times. EA, and DC would work as a sapper tank. Least I think, does DC leech end, or does it just take dmg and convert it to endurance for the tanker?

    I had a ice/ice like I said a week or so ago, but it was just so boreing. I roled a ice/dm, and I am very impressed. Makes me almost wish my spines/sr was a dm/sr . My spines/sr melts spawns at incredible durability so, I ain't complaing about that scrap.
  17. protector_knight

    WP/Battle Axe

    you need to make some changes to mid or what ever builder you used, so it doesn't sho all the color codes too jumbled to even waste time looking at.
  18. I didn't mean to make it sound like it was a struggle to tank... I guess it came across wrong... Also the whole agro cap raise equals skill decrease, that is a very good point. Good show
  19. I second this. There are spawns like the nemisis, or council, where, on a eight man team, the spawns are far larger than the tanks agro cap (17, not 16). So to keep a team alive, they would have to kill mobs fast enough to be taunted to you. You can smack em in the face and they still beat on the blaster, because mob 17 is beside him, and that one is agroed.

    I don't think the way the designed tanks with the ED, that they can handle whole maps, or even more than two spawns. I would say a safe number would be 20.

    Large enough to cover majority of the spawns, yet some spawns may have a couple of baddies that can wail on squshies, causeing a challenge on the tanks. I love challenges.

    However a challenge is different than not being able to control a situation, no matter the skill of the player behind the AT.
  20. I tryed a ice/ice up to lvl 28, and was getting pretty bored. So I deleted and re-roled as a ice/dm. I am up to lvl 12, but it just seems more enjoyable to me. Course I have the vet power nem staff and sand of mu. So the extra attack from the staff may be what is making the early game better for me.

    Also it seems as if they may have buffed ice armor. My ice/ice at this lvl would face plant like crasy. Seems like the -tohit on dm side works well.

    However I would like some feedback into, which is a more solid set. I am not looking for what you think is more fun, cuz really you can't tell me what I like. You can add your own personal opinion if you want, I will gladly read. Just looking for which is more steady tanking build and why.... thanks in advance
  21. [ QUOTE ]
    [ QUOTE ]
    I think the Vahz big hitter, their close range zombie vomit, is a cone, and thus is an AoE, which SR has no defense against at that level range. I could be wrong though.

    [/ QUOTE ]

    You know, that's exactly what I was thinking too, because the only ones that were doing the vomit were the abominations, and that's what kept hitting the most I think. I kept thinking throughout the entire story arc "I bet that damn thing's a cone" lol.

    [/ QUOTE ]

    The zombies puke on a Necro MM is a cone. I would think that the puke in the NPC zombie baddies would be a cone too.

    Thus solveing your SR is weak against zombies......
  22. [ QUOTE ]
    I think this thread is hungry for brains Major Necro lol!

    [/ QUOTE ]

    Was Statemen on the cryptic side or NCsoft? Or did he transfer over?

    Is he even a dev for this game anymore?
  23. [ QUOTE ]
    11/28/04 to 6/23/08

    Now that's some major thread necromancy there...

    [/ QUOTE ]


    Hehe gawsh I am being dumb today. I think I am going to log off.
  24. [ QUOTE ]
    Dang straight. Post your ideas/thought/opinions. I read 'em - and so does the design team. And I'm not such a prima donna that I can't go back on a past decision and eat some crow.

    The most important thing is the quality of the game. That's it. Everything else is secondary (including ego's).

    [/ QUOTE ]

    So some of these idea's on giving invun's slight buffs to the passives, like modest endurance drain resistance.

    Modest slow resistance. Also that 5% debuff to Unyielding?

    No one wants anything big, just modest alterations.

    Any word on that happening?