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Quote:I like the Dark/Dark/Soul combo for Scrappers. Higher resist caps don't matter as much, since you won't be capping them under either AT. OG & COF both weaken Fury a bit, though you don't have to take either. Brutes' Darkest Night is nice for defense in a roundabout way, but Scrappers' Shadow Meld is better and you get the full effect regardless of your opponent or where they stand in relation to any anchor. I like the front-loaded damage and crits over reliance on Fury, too.Hello all,
I want to try a dark/dark/dark. If it's a scrapper I might just go red side for the epic dark, because blue side darkness is meh. So, anyone want to get a suggestion as to which (scrapper or brute) would be better for solo play and level 50+?
Yes... another alt.
I tend to favor Brutes for Claws and SS primaries or where hardcapping one or more key resists at 90% is both possible and critical to the build. -
Regarding recipes, it tends to depend on how many characters you have and how willing you are to craft low-tier and mid-tier rolls. If you only have a few characters, loading up on bronze rolls will prove problematic. If you want to craft everything that could make you a profit, then bronze rolls can quickly result in a glut of IOs. If you're willing to vendor anything that doesn't bring an acceptable profit, you can roll Bronze and do pretty well over time.
I tend to roll 30-34 Gold, then Silver with remaining tickets. I can always crank out more tickets and the chance at a great IO is worth it to me. If I want the inf right now, then I just take a quick trip to the market, see what salvage is jacked up, and buy it with tickets. Then I sell that salvage in stacks of 10 and walk away with the profits in seconds. This also helps keep salvage inflation down and frustrate the salvage monopolists, both of which are good in my book. -
Devices isn't bad at all. It just isn't the best Blaster secondary. If you're not playing MM in PVE, then you're making an imperfect choice. If you're not playing EM in PVP then you're making an imperfect choice. People build Blasters with other secondaries (okay, maybe not in PVP) and their Blasters somehow manage to survive and even excel, regardless of whether they run multi-billion inf builds or straight SOs.
But how can this be?!
It's simple: this game isn't so difficult that you have to choose the best possible powersets and slotting or fail. Play what you want and have fun. -
One thing I'd recommend is to look over the exemplaring effects. If you're not getting a set bonus from a particular IO, then you generally should go with the highest-level IO available. You'll still get the enhancement bonus from the better IO (possibly adjusted while exemplaring below level 32) and there is no set bonus to lose. Also, you'll get significantly better effects when running at level 32+.
For example, if I slot a level 50 Common Recharge IO, I get a 42.4% enhancement bonus. If I exemplar down to level 32, I still have a 42.4% enhancement bonus from that IO. If I drop to level 30, it drops to 39.6%. At L25, it becomes 31.1%. At L20, 23.4% and at L15, 16.6%.
If I slot a level 25 Common Recharge IO, I get a 32.0% enhancement bonus. If I exemplar down to L32, it remains 32.0%. If I drop to L30, 29.9%. At L25, 23.5%. At L20, 17.7% and at L15, 12.5%.
Going with the lower level IO in these cases (again, this only holds true where you aren't getting set bonuses from that particular IO), means that you are always leaving some enhancement bonus on the table.
Further, there are minimum bonus thresholds that favor triple- and quad-aspect IOs. If you're exemplaring at L21+, any bonus at or below 20% is unaffected. This means that triple-aspect IOs will not face reduction if they are L43 or lower and quads will not face reduction even at L50 (doubles threshold at L25). If you exemplar below L20, the minimum bonus drops to 10% or lower and pretty much everything gets hit there.
Where there is a set bonus or some sort of unique bonus (e.g. "chance for" or "+" or "global" modifiers in the IO itself), then you want to go for your desired exemplar level +3. So if you want to exemp cleanly down to 25, then you'd want L28 IOs. If L30 is your target, then L33 IOs will get you there.
Some IOs are taken solely for their unique bonus and should always be taken at the lowest possible level. For example, the Miracle +Recovery IO should almost always be bought at its minimum level of 20 so it can exemp down to L17 (exception: you don't ever plan to exemp and want to save some inf). If you slot a L40 +Recovery, it will only work when you are L37 or higher, without regard to whether or not the power it is slotted in is accessible to you at the exemplared level. Other examples include, but are not limited to: Numina's +Regen/+Recovery, Kismet 6%, Blessing of the Zephyr -KB, Karma -KB, and Steadfast -KB. -
The problem with softcapping defense types is that you lose out on a lot of +Acc and +Rech that come from sets that grant positional bonuses. If you have accuracy to spare, this isn't a problem. Unfortunately, Elec/DB doesn't have accuracy to spare. With Weave, Combat Jumping and Maneuvers building your positionals and types equally, I would tend to shoot for 32.5% to all three positions.
Note: Super Strength is really the only Tanker secondary with accuracy to spare, thanks to perma-Rage. -
Quote:It depends on what you're farming for. If you're just farming for influence and tickets, then you'd farm solo and you'd be fine fighting +4/x8 without bosses. I run a similarly-statted SS/Fire and usually use a couple purple when each ambush spawns, but let it slide outside of that. If you're running with other people, you'll face bosses. They hit much harder and much more often, so it pays to softcap with purple insps. Healing Flames and hardcapped Fire resistance will help you the most, though.All right so that build u sent me with tons of recharge would that be able to farm 54s and if so would that mean I need purple skittles to keep me going out not really because of my fire res
Quote:Sorry trying to make my 1st farming toon ever and not to sure what farmers are made out of in IOs and what's good and not good -
Farming is all about AOEs. The more you have and the faster they come up, the better.
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Here are my recommendations:
1) Use inspcombine binds to create and consume red inspirations. That alone cut my times significantly. I use three keybinds to create/consume each type of red and one keybind to delete the rez and mez insps that tend to clog up the tray.
2) Farm solo without bosses. Bosses are significantly more tough, accurate and damaging. That means it takes longer to kill them and you need better survivability to handle them in groups. If you're teamed or farming solo with bosses, you're adding to your time.
3) Try different farms. One of the most popular farms also happens to be kind of slow for inf/min and tickets/min. You might be hung up on that.
4) Once you are assured of the ticket cap (1500/mission), get out. Sure, there might be things left on the map or level, but they don't matter at that point. Your AOEs start hitting fewer targets and inspirations come more slowly, dropping your DPS and killing your rewards/minute.
5) Build up your incarnate abilities. Spiritual Alpha is a great start, because it hits recharge and healing, and the level shift will help considerably. Reactive Interface and Pyronic or Ionic Judgment will help a ton, too.
6) If, after trying all of that, your farming speeds are still below what you want, then I'd look to your build. You built for defense, which is safe, but slow. The more recharge in your build, the more AOEs you can throw and the faster you'll get through farms. Your recharge numbers rely on the Force Feedback proc, which can't stack on itself and suppresses itself. IIRC, it's five seconds on, followed by ten seconds of suppression. So if it hits more than once every 15 seconds, it is wasting some or all of its bonus. -
Devices is a good fun set, but like the earlier post said: "/devices was not built for CoH the way it is actually played."
If you're a soloist, it can be great. You have stealth options, some soft controls, and a couple great powers that happen to require setup time. Opening a big fight with several crashless mini-nukes going off simultaneously is kind of nice. Plant a few Trip Mines around a corner, stealth into a group, drop a Time Bomb, run back behind the corner and wait for hilarity to ensue. Stack Caltrops with a "rain" power for all sorts of fun. Keep hard-hitting enemies back with Web Grenade. It's an effective set and a lot of fun.
On teams, you will almost always lack the time it takes to utilize your setup powers. You can still run up and toe-bomb, but KB can make the rest of your group's AOEs less effective. You can scout ahead if you want, but then your team will move slower because the damage in your primary left - and some Brute likely already moved ahead because 65% Fury makes him sad.
It doesn't help that Drain Psyche showed up in Mental Manipulation and made many other sets pointless - solo or teamed. Sure, you can get more control from Ice or more PBAOEs from Fire or even tons of range from EM if you're the sort that's afraid to see your opponents. None of that matters anymore, because Drain Psyche is just that good. If it was a one-power set, it'd still be worth taking, but it comes with a lot of other really great powers. So if all that matters is raw effectiveness, you know what to take. -
I kept trying to make a true tri-form, but it just never worked out for me. I'd rather have more slots and go dual-form. Eclipse can cover resists quite well, so I tend to dump Dwarf or use it as a mule. Keeping your power choices and with purples in the budget, here's how I might end up...
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Hero Profile:
Level 1: Ebon Eye -- Acc-I(A)
Level 1: Absorption -- S'fstPrt-ResDam/Def+(A), ImpSkn-Status(40)
Level 2: Gravity Shield -- ImpSkn-Status(A)
Level 4: Orbiting Death -- Oblit-%Dam(A)
Level 6: Dark Nova -- P'Shift-End%(A), P'Shift-EndMod/Acc(27), P'Shift-EndMod(27), GSFC-Build%(29), GSFC-ToHit/EndRdx(29), GSFC-ToHit/Rchg/EndRdx(31)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 10: Maneuvers -- LkGmblr-Rchg+(A)
Level 12: Sunless Mire -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(15), Armgdn-Acc/Dmg/Rchg(15), Armgdn-Acc/Rchg(17), Armgdn-Dmg/EndRdx(17), AdjTgt-EndRdx/Rchg(25)
Level 14: Super Speed -- Winter-ResSlow(A)
Level 16: Shadow Cloak -- LkGmblr-Rchg+(A)
Level 18: Gravity Well -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(33), Dmg-I(37), Dmg-I(37)
Level 20: Black Dwarf -- Aegis-Psi/Status(A)
Level 22: Stygian Circle -- Heal-I(A), P'Shift-EndMod/Rchg(42), P'Shift-EndMod(42), P'Shift-EndMod/Acc/Rchg(43)
Level 24: Tactics -- Rec'dRet-Pcptn(A)
Level 26: Unchain Essence -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46)
Level 28: Gravitic Emanation -- Amaze-Stun(A), Amaze-EndRdx/Stun(31), Amaze-Stun/Rchg(33), Amaze-Acc/Stun/Rchg(34), Amaze-Acc/Rchg(34), Dmg-I(50)
Level 30: Nebulous Form -- EndRdx-I(A)
Level 32: Dark Extraction -- S'bndAl-Build%(A), ExRmnt-Acc/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-Acc/Dmg(36), S'bndAl-Dmg/Rchg(37)
Level 35: Quasar -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45)
Level 38: Eclipse -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc(39), P'Shift-Acc/Rchg(39), TtmC'tng-ResDam/Rchg(39), TtmC'tng-ResDam/EndRdx/Rchg(40), TtmC'tng-ResDam(40)
Level 41: Stygian Return -- Heal-I(A)
Level 44: Vengeance -- LkGmblr-Rchg+(A)
Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 50: Musculature Core Paragon
Level 50: Ion Radial Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Clarion Core Epiphany
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Level 1: Brawl -- Empty(A)
Level 1: Dark Sustenance
Level 1: Shadow Step -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(42)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 10: Shadow Recall -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(48)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
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Level 6: Dark Nova Blast -- Apoc-Dam%(A), Apoc-Dmg/Rchg(11), Apoc-Dmg/EndRdx(11), Apoc-Acc/Dmg/Rchg(13), Apoc-Acc/Rchg(13), ImpSwft-Dam%(48)
Level 6: Dark Nova Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(21), Decim-Dmg/Rchg(21), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(23), ImpSwft-Dam%(25)
Level 6: Dark Nova Detonation -- Ragnrk-Knock%(A), Ragnrk-Dmg(3), Ragnrk-Acc/Dmg/Rchg(3), Ragnrk-Acc/Rchg(5), Ragnrk-Dmg/EndRdx(7), ExStrk-Dam%(50)
Level 6: Dark Nova Emanation -- Posi-Dam%(A), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(7), Posi-Acc/Dmg(9), Posi-Acc/Dmg/EndRdx(9), ExStrk-Dam%(48)
Level 20: Black Dwarf Antagonize -- Acc-I(A)
Level 20: Black Dwarf Drain -- Acc-I(A)
Level 20: Black Dwarf Mire -- Acc-I(A)
Level 20: Black Dwarf Smite -- C'ngImp-Acc/Dmg(A)
Level 20: Black Dwarf Step -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(50)
Level 20: Black Dwarf Strike -- C'ngImp-Acc/Dmg(A)
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Alignment merits are the best option. You can run five tips each day and get one merit every other day. At the same time, you can convert 50 reward merits (the stuff you get from task forces) and 20M inf into an alignment merit once per day. You can buy a LotG 7.5 for two alignment merits, which is a steal. You can only buy one recipe per character each day with alignment merits, though, so it'll take you at least five days under even perfect conditions.
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Quote:You may be missing two things: 1) that "maximum" is not that much better than the next best; and 2) sets are different, going from extremely defensive to extremely offensive.My point is that you have all these different powers that fit one roll , but when it gets to maximising dmg you only really have one choice?
If your enjoyment of the game is based solely on DPS and the last hundredth of a theoretical point is the margin between fun and suck, then you go with Fire. It's the set that is designed with offense first and foremost in mind. If you can lose a point or two and still look at yourself in the mirror in the morning, then there are a lot of options. If you really want to maximize damage, you wouldn't be looking at Scrappers anyway.
You may do less DPS with another set, but the game designers' goal is for there to be a tradeoff between survivability and offense. Invuln is FAR more survivable than Fire, so it shouldn't get anything like Fire's offense. Elec is notably more survivable than Fire, so it shouldn't get the same offense as Fire (yet it isn't that far behind). If you got the same offense, then you'd have to get the same defense. It's all about balance. Do the designers get it perfect? No, but it's pretty good overall and will vary from situation to situation.
If you're looking for an "everything" option, put a Dark Armor Scrapper in a crowd and they'll have survivability (Dark Regeneration) and damage (Soul Drain). You also get a damage aura that is only a couple points off Fire's when slotted up. -
Based on your power choices and goals, these are the changes I'd make...
Charged Brawl has better DPA than Havoc Punch, so that's an easy swap. The rest of the moves pushed a few slots around and looked for better enhancement values and additional set bonuses.
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Quote:I think the same thing, but it's not a pure 0% damage during the crash. You can hit your inspcombine binds, Healing Flames, Consume, Fiery Embrace or temp powers without any reduced effect. So you're using that time to for utility powers and maybe some weaker damage (Sands of Mu, but probably also Plasma Taser or Hand Grenades). That said, I absolutely hate sitting through a rage crash on my SS/FA when only a couple enemies are left.I just don't get how that extra 80% buff for 50 seconds overcomes doing little to no damage 1/6th of the time.
It'd be easier to go Claws or DB. Your self-buff is built into your attacks, so you just keep popping reds and attacking like crazy. Elec has better AOEs, though you'd need to click Build Up a lot. With any of those options, you'd be able to farm extremely quickly. Maybe not quite as quickly as an SS/Fire on its best day, but certainly good enough. -
I would recommend a slightly different angle: Fire/Dark Corruptor. You get slightly less effective on the debuff side, but the offense is magnitudes better.
If you're sold on blueside ATs, then I would recommend the Ill/Rad first. Ill/Rads really are as good as everyone says. It's the kind of character you'll want to invest in and use all the time.
Failing that, look to the Dark/Sonic. Darkest Night pales a little in comparison to Rad's Radiation Emission, but you only have to deal with one toggle on a Dark (especially nice when facing mez). You also get some very nice mitigation and a pet that will stack even more debuffs. If you're thinking about soloing AVs, Sonic's debuffs will be very helpful. -
I think they could come at it from a different angle and do quite well, without making serious changes to the game. Was talking with a few people yesterday who say the same things we all hear: "WOW & WHO have great PVP, I wish it was like that here". Never having played either, I asked what was so great about them? The answer: objective-based PVP.
My first thought was that the PVP Zones covered this quite well. They do, in zone play. I maybe missing something, but there are no objective-based option in Arena, right? So add some king of the hill, capture the flag, and other options to Arena and you should have a happier group of PVPers.
As far as the typical issues go...
Travel Suppression: Not a big deal. It exists in PVE, so why not PVP? Slot your unsuppressed movement powers to get that tiny extra edge if you need it.
Heal Decay: Terribad. This is one of the things that would put new players off. You can wear down anyone eventually and badgering someone new to the point of repeated deaths isn't helpful. It takes a concerted effort to keep players alive under fire and that effort shouldn't be punished. Switching targets should be encouraged.
Diminishing Returns: Not sure about this, but it seems to counteract itself. If both offensive slotting and defensive slotting feel equivalent effects, then why bother? It seems like an unnecessary complication. Plus, it hurts buffers and debuffers, which could use more PVP interest.
Mez Changes: Probably good. Short-term guaranteed mez without perma-mez possibility is probably the best possible option for keeping mezzers relevant in PVP.
Resistance Changes: Terribad. Free resists for squishies may make them a little more viable solo, but it voids the helpfulness of buffers. Taken with DR, buffers are useless. I can't even begin to understand what they were thinking by making resists universally applicable. Maybe they didn't want everyone to play Psi? How'd that work out? -
Quote:What the softcap is depends on what he's fighting. For most stuff, it's 45% and forget about it. In trials, you face 64% to-hit base, plus additional buffs from some enemies, and it's not likely that he'd be at 59% defense, let alone more.If you are in granite and at softcap, the -tohit from diamagnetic will do sweet f all for you. better to go paralytic for the -damage imo. stacks nice with the -damage in void as well.
Take that for what you will.
Stone/Dark has a self-healing attack and -ToHit. The first is incredible and the second is great on paper, but IIRC some tougher enemies resist the -ToHit. Stone/Ice might be comparable, given the recharge reduction and mitigation from Ice Patch.
If you're put off by how slow Stone is (and it is SLOW), check out Invuln. Lots of defense to work with, plus some DDR, and you get even more defense in crowds. If DDR isn't a concern, then Dark is great for survivability. It also has a couple great mitigation options. -
Ice Melee would port fine, I think, but Ice Armor would drop from Tanker levels of protection to Scrapper/Brute levels (75%), putting Frozen Armor and Glacial Armor at 12.75% defense base and ~20% slotted. Energy Absorption drops from 0.6% per target to 0.45% per target, base. Given a load of influence and the right power choices, you could still softcap S/L/E/N, but the set would be painful to play before IOs. Hoarfrost and Chilling Embrace might be enough to put it on similar footing with Energy Aura for survivability.
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Taunt, HP, Regen and EOEs are the key elements to tanking in a Hamidon raid. How much you really need depends on whether you're on yellow taunt or tanking Hamidon. Yellow taunt can get by on SOs and EOEs, so I wouldn't bother making a special build for this. Just use your normal PVE build and you'll be fine. If you want to tank Hamidon, then I'd recommend building for +HP and +Regen, which you should be doing anyway on a WP/* Tanker. A solid PVE build will do just fine, assuming any sort of support from teammates.
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This. Regen it is nice, but you'll find plenty of it in your secondary. The recharge will keep your clicks popping regularly, while the defense will help you avoid damage in the first place.
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Didn't MA offer pretty hefty single-target DPS? No fodder required, no gimmicks, just straight smashing damage by the ton and only one attack with an attack time over 2 seconds. You can bring the recharge on Focus Chi down quite a bit, too. MA/Elec should be pretty decent.
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Quote:Yeah, the KM sounds aren't my favorite. Whoop! Whoop! Whooooooop!I totally disagree with you on the sounds, they sounded like some kind of wierd old atari game sound effect. I usually don't notice sounds, and I cant think of a single sound in the game i've ever had a problem with, until I heard the km sound effects. But I do agree with you about the animations, they look pretty damn nice, except for maybe the excessive concentrated strike three stooges move.
My opinion on KM is that it's yet another single-target set in a multi-target game. It would be a crazy good set somewhere like CO, where three minions are supposed to be a challenge. Here, where you can become completely buried under piles of opponents (and feel "super" in the process), a single-target set, no matter how hard-hitting, is just not what I'm looking for. It's still good for proof-of-concept builds (e.g. pylons) and fiteklub, but not so good for the rest of the game.
My KM/SD is essentially shelved because picking off targets one at a time is some tedious... work. That's why I don't play Stalkers. In the meantime, he happily markets all those 3M-5M recipes I end up with, but don't want clogging up the rest of my characters. I might delete him eventually, but I'm a long way from running out of slots, so he'll stay for a while. -
I originally posted a Brute build, but it didn't take advantage of Tanker defense levels. My goals were to get permanent Hasten and permanent double-stacked Rage, with 32.5% defense, all without going too crazy with the budget. Assuming any use of Footstomp in a crowd, I think I hit the goals.
I know that people look down on procs in damage auras, but the Armageddon proc adds a nice chunk of damage over time. Those ticks will add up quickly in a farm, so I think it's worth it here. Replace with a cheaper proc to save 400M or so. Alternately, move that slot to one of your toggles for a -KB IO (in case you wander outside the AE on occasion and forget to switch builds).
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Absent purple IOs, it seems like it'd be impossible to get an S/L-capped high-recharge SS/Fire build without running into endurance problems. It's not too hard to get any two of those, but the third is impossible. I don't even know if purples would solve the issue. Endurance issues make characters unplayable for me, so I would likely let recharge slide a little for improved defense and endurance. I'd trade away defense on a farmer, but for PVE I want a safer, more sustainable build.
My no-purple PVE SS/Fire build uses Cardiac Partial Core Alpha, 32.7% S/L/E/N, and Soul Mastery. All it needs is a single small purp or Darkest Night to softcap vs. S/L/E/N (use both and F/C is taken care of, too). It has 2074hp after accolades, which helps survivability, and three -KB IOs help keep him on his feet. Global recharge is only 36.25%, but I slot pretty heavily for recharge and Footstomp uses the FF proc. I left Hasten out, since I couldn't make it permanent and I wanted to avoid adding another endurance crash. All I have to do is toggle up, set Rage to auto, and go smash stuff.
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Quote:Ancillary powers rarely compare favorably to inspirations. For example, you can combine Maneuvers, Weave and Combat Jumping and still not match a small purple in most cases. Still, you pick up those powers for the convenience of not needing that small purple.ok I was trying to get around taking it and for some reason I was thinking it was a 10% buff but now I see it is 15% even still though it seems a bit lacking in that it is about equivalent to a small red right, or is their some other benefit that it provides that I am not seeing? One more thing, looking at it from a solo perspective and not as part of a group where it is stacked multiple times.
What power would you take instead of Assault that would be worth more to your build than 15% damage? It doesn't necessarily have to be a straight damage-for-damage replacement. You may need a little more defense to softcap or you may want a QOL power for soloing. If you can think of one, then replace it. If not, then Assault is the way to go.