DM/SR scrapper issue 12, buzzsaw killer
Hero Plan by Mids' Hero Designer 1.40
http://www.cohplanner.com/
Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Shadow Punch -- Mako-Acc/Dmg:50(A), Mako-Acc/EndRdx/Rchg:50(3), Mako-Acc/Dmg/EndRdx/Rchg:50(7), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/EndRdx:50(17), C'ngImp-Dmg/EndRdx/Rchg:50(27)
Level 1: Focused Fighting -- HO:Cyto(A), DefBuff-I:50(5), DefBuff-I:50(7), EndRdx-I:50(42)
Level 2: Smite -- Mako-Acc/Dmg:50(A), Mako-Acc/EndRdx/Rchg:50(3), Mako-Acc/Dmg/EndRdx/Rchg:50(5), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/EndRdx:50(19), C'ngImp-Dmg/EndRdx/Rchg:50(34)
Level 4: Shadow Maul -- HO:Nucle(A), M'Strk-Acc/Dmg/EndRdx:50(11), M'Strk-Dmg/EndRdx/Rchg:50(11), Sciroc-Acc/Dmg/EndRdx:50(17), C'ngBlow-Acc/Rchg:50(21), DampS-Rchg/EndRdx:50(34)
Level 6: Touch of Fear -- N'mare-Acc/Rchg:50(A), N'mare-EndRdx/Fear:50(9), N'mare-Acc/Fear/Rchg:50(9), Abys-Acc/Rchg:50(36), Abys-EndRdx/Fear:50(36), Abys-Acc/Fear/Rchg:50(36)
Level 8: Focused Senses -- RedFtn-Def/EndRdx:50(A), DefBuff-I:50(15), DefBuff-I:50(15), EndRdx-I:50(42)
Level 10: Boxing -- Empty(A)
Level 12: Combat Jumping -- Jump-I:50(A), DefBuff-I:50(34)
Level 14: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 16: Siphon Life -- Acc-I:50(A), Acc-I:50(25), Acc-I:50(27), Heal-I:50(29), Heal-I:50(29), Heal-I:50(31)
Level 18: Practiced Brawler -- RechRdx-I:50(A), RechRdx-I:50(19)
Level 20: Weave -- RedFtn-Def/EndRdx:50(A), DefBuff-I:50(21), DefBuff-I:50(25), EndRdx-I:50(42)
Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(23)
Level 24: Super Speed -- Run-I:50(A)
Level 26: Dark Consumption -- C'ngBlow-Acc/Dmg:50(A), M'Strk-Acc/Dmg:50(31), P'Shift-EndMod/Rchg:50(31), P'Shift-EndMod/Acc/Rchg:50(33), Efficacy-EndMod/Rchg:50(33), Efficacy-EndMod/Acc/Rchg:50(33)
Level 28: Dodge -- DefBuff-I:50(A), DefBuff-I:50(37), DefBuff-I:50(37)
Level 30: Agile -- DefBuff-I:50(A), DefBuff-I:50(37), DefBuff-I:50(39)
Level 32: Quickness -- Run-I:50(A)
Level 35: Soul Drain -- M'Strk-Acc/Dmg/EndRdx:50(A), M'Strk-Dmg/EndRdx/Rchg:50(43), Sciroc-Acc/Rchg:50(43), Sciroc-Acc/Dmg/EndRdx:50(43), Armgdn-Acc/Dmg/Rchg:50(46), AdjTgt-ToHit/EndRdx/Rchg:50(48)
Level 38: Elude -- RedFtn-Def/Rchg:50(A), LkGmblr-Def/Rchg:50(39), DefBuff-I:50(39), DefBuff-I:50(40), RechRdx-I:50(40), RechRdx-I:50(40)
Level 41: Petrifying Gaze -- Empty(A)
Level 44: Dark Blast -- Thundr-Acc/Dmg/Rchg:50(A), Thundr-Acc/Dmg/EndRdx:50(45), Thundr-Dmg/EndRdx/Rchg:50(45), Dev'n-Acc/Dmg/Rchg:50(45), Dev'n-Acc/Dmg/EndRdx/Rchg:50(46), Apoc-Acc/Rchg:50(46)
Level 47: Evasion -- RedFtn-Def/EndRdx:50(A), DefBuff-I:50(48), DefBuff-I:50(48), EndRdx-I:50(50)
Level 49: Lucky -- DefBuff-I:50(A), DefBuff-I:50(50), DefBuff-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+3% Defense(Smashing) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+3% Defense(Lethal) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+3% Defense(Fire) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+3% Defense(Cold) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+5.5% Defense(Energy) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+4.88% Defense(Negative) to Self for 10.8 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+3% Defense(Psionic) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+3% Defense(Melee) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+3% Defense(Ranged) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+3% Defense(AoE) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+5% Enhancement(JumpSpeed) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+5% Enhancement(RunSpeed) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+5% Enhancement(FlySpeed) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+5% Enhancement(JumpHeight) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+4.4% Enhancement(Terrorized) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+110.4 HP (8.25%) HitPoints to Self for 10.8 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+MezResist(Immobilize) (Mag 11%) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+MezResist(Sleep) (Mag 3.3%) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+2% (0.03 End/sec) Recovery to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+22% (1.23 HP/sec) Regeneration to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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I like the cut of ur jib. Great build for PvE, I have it. DM/SR is IMO the shadow of death in PvE and can walk up to a shadow cyst or Babbage and crack them like an egg, no worries. Just don't think u r going to go into a PvP zone and do much dominating alone. PvP u r more of a joke with SR, and it hurts. I'm still in therapy for it.
why i chose DM/SR:
part concept, and part synergy. the concept part was that my toon is a vampire, and teh synergy is that DM has a -tohit component to its attacks, while SR is a defensive set.
DM POWERS:
SHADOW PUNCH: a fast hitting attack doing smh/neg dmg. get it
SMITE: a slower version of shadow punch that packs more of a punch. get it
SHADOW MAUL: this is where a lot of people are split as whether to get this power or not. it does a lot of dmg, but the cast time is 3 seconds,therefore the damage per activation is low when it only hits one enemy. compared to smites 1 second, and shadow punch .5 seconds.
well what do i recommend? at the very least, get it in your early stages of your career so that you could use smite, shadow puch, then shadow maul. shadow maul being a cone is somewhat of a misnomer. you have to line up your targets in a straight line to hit more than 1 mob, and you don't want to spend too much time trying to line it up. the smaller sized the mobs are, the better chance shadow maul will hit multiple enemies, such as the little gears that spawn after killing the clockwork prince cannon. after getting and slotting dark blast, shadow maul can be respeced out of your build since i rarely use it afterwards.
TOUCH OF FEAR: crazy awesome mitigation if you play solo for a bit. it does about -10%tohit, which is double the previous 3 attacks, and it lasts for around 22 seconds which is forever. so if you are facing a group of 3 mobs, you fear one, then you only have to worry about the other 2, teh fear may be up, and then you get to kill him afterwards. the recharge is also quite respectable at 8 seconds unslotted. so you could fear one mob, attack another mob, then fear yet another mob, so that you only have to fight 1 mob.
this power is a MUST in the early levels, especially if you solo. even if you team, its a good power because of hte long -tohit debuff. even if the mob is not feared, the mob still gets hit with the debuff. later on though when you get dark blast, you can respec out of this since i rarely use it after.
SIPHON LIFE: this is your self heal. there is no interruption time. some ppl like to slot dmg into it, so that they have another attack power but i don't because the endurance usage is a lot at 12. i use it as a heal more than as an attack. it does a measly 10% heal, and isn't worth using much until you get 3 heals in it at least. and maybe some end redux in the early part of your career.
CONFRONT: a taunt. didn't get. might be useful later on in your 40's when you take out shadow maul and touch of fear, with elude running and what not.
DARK CONSUMPTION: another must. my build didn't take stamina, because it requires me to get 2 extra powers that will not benefit me as much. hurdle/swift, and health (not useful to an SR compared to regen, will power, etc..) this drains endurance from a mob, and transfers it over to you. unfortuntely, unslotted, it recharged in 3 minutes.
SOUL DRAIN: this is your build up power, kinda. the more mobs you drain, the more your tohit and dmg increases, and its lasts for 30 seconds rather than 10 seconds for build up. i recommend this power.
MIDNIGHT GRASP: couldn't fit it into my build if i wanted to. i never took it but on paper, it looks pretty decent. it does all neg dmg, and the dmg is the most dmging from the DM powerset. cast time is 2 seconds, which doesn't seem too bad. again, you can get this power once you drop either touch of fear or shadow maul in you mid 40's or so once you slot up dark blast.
SUPER REFLEXES: get all the SR powers.
FOCUSES FIGHTING: toggle for melee defense. can't avoid getting, but you want it anyways. has a resistance to def. debuff
FOCUSES SENSES: toggle for ranged defense. get this as well. resistance to def. debuff.
AGILE: auto power. def to ranged. not as much defense as the toggles but it doesn't cost you endurance.
PRACTICED BRAWLER: your click mezz resistance. only thing it doesn't protect against is confuse, and repel. ( but you don't haev to worry about that, unless you PVP). you could hold off getting this power since lower level mobs don't mez as much, and since you are SR, you are more likely to get the mezz deflected from you. i got it at lv 18.
DODGE: def to melee. auto.
QUICKNESS: auto 20% recharge. also slow resistance at 40%.
LUCKY: auto power def to AOE. can hold off until later on. i got it at lv 49 or so, pretty late. even in 8 man teams, the mobs don't do as much AOE attacks i've noticed.
EVASION: toggle def to AOE. can delay getting till your mid 40's or so. get it before lucky since it gives you more defense, at teh expence of endurace cost though
ELUDE: some ppl are on the camp of getting close to the 45% soft cap to defense all, and therefore not needing elude at all. this is somewhat true, even fighting +3 mob bosses. even though i'm not at the soft cap, but around 42%, i find that against a group of mobs, they can get lucky and hit through you, or they stack on a lot of def. debuff (neurons robots comes to mind with its rad attacks) , or tohit buff on themselves. this is where elude comes into play.
there was a few times where my 8 man team all died from a group of mob, maybe we accidently aggroed 2 groups at once or more, they die, i pop elude, use my soul drain power to increase my tohit and dmg, and just go to town. it lasts 3 minutes, which is a decent amount of time. my dead teams mates are cheering and hollering, saying wow, look at that scrap pwn. just as elude is about to expire, i kill the last mob, and i am the hero of teh group. another good thing about elude is that it increases your recovery so you don't have to worry about losing end. if for some reason im not able to finish all the mobs, elude crashes and you get 0 endurance, and can't recover endurance for about 15 seconds (i timed it). your toggles will drops, i eat a blue, use dark consumption, and my end is back at full again. toggle back up and finish up the rest of the mobs.
i find that its a good power to have if a GM or AV does alot of PBAOE attacks that goes through your defense.
*quick word on the passive def powers from SR. they give you a scaling resistance. so the more dmged you are, the more resistance you have to everything, except i think psionic. realistically though, if my health is at or below 50% i use siphon life. also, i believe it "kicks in" when you have half health or less. a small plus nonetheless.*
PATRON POOL:
FIGHTING POOL
BOXING: need to either get this or kick, to be able to get tough and weave. don't slot, i never used it.
TOUGH: gives you resistance to lethal and smash. you don't want to toggle this power on. the only reason to get this is to get the unique steadfast protection that grants a 3% def to melee, range, and AOE.
WEAVE: toggle this on, unslotted it gives you 3.75% defense to all
LEAPING POOL::
COMBAT JUMP: vertical movement since my travel power is SS. also, combat jump unslotted gives you 1.88% def to all. notice that for your passive defense unslotted, the def is 5.63% but only for either melee, ranged, or AOE. combat jump does 1.88 to all. if you multiply 1.88 by 3, you get 5.63, which is the same as your passives. slot this first with jump, then if you have extra slotting, you could always slot some def in there as well. another thing, the end usuage on combat jump is only .07/sec, which is a joke
SPEED POOL:
HASTEN: a must for a buzzsaw build
SUPER SPEED: my travel power
my EPIC POWER POOL: DARKNESS MASTERY
PETRIFYING GAZE: didn't slot, or use, needed either this or torrent to get dark blast.
DARK BLAST: your attack power you will use in your buzzsaw. it also has a -tohit to it, it does a little bit more dmg than shadow punch, but it does all neg. dmg. it is a ranged attack, but in buzzsaw, i stay in melee range to use shadow punch and smite.
if there is more to add, ill post it.
shortened version in 2nd post
tips and power explainations in 4th post.
Hero Plan by Mids' Hero Designer 1.40
http://www.cohplanner.com/
Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Shadow Punch <ul type="square">[*] (A) Mako's Bite - Accuracy/Damage: Level 50[*] (3) Mako's Bite - Accuracy/Endurance/Recharge: Level 50[*] (7) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50[*] (13) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (17) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (27) Crushing Impact - Damage/Endurance/Recharge: Level 50[/list]Level 1: Focused Fighting <ul type="square">[*] (A) HamiO:Cytoskeleton Exposure[*] (5) Defense Buff IO: Level 50[*] (7) Defense Buff IO: Level 50[*] (42) Endurance Reduction IO: Level 50[/list]Level 2: Smite <ul type="square">[*] (A) Mako's Bite - Accuracy/Damage: Level 50[*] (3) Mako's Bite - Accuracy/Endurance/Recharge: Level 50[*] (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50[*] (13) Crushing Impact - Accuracy/Damage/Recharge: Level 50[*] (19) Crushing Impact - Accuracy/Damage/Endurance: Level 50[*] (34) Crushing Impact - Damage/Endurance/Recharge: Level 50[/list]Level 4: Shadow Maul <ul type="square">[*] (A) HamiO:Nucleolus Exposure[*] (11) Multi Strike - Accuracy/Damage/Endurance: Level 50[*] (11) Multi Strike - Damage/Endurance/Recharge: Level 50[*] (17) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50[*] (21) Cleaving Blow - Accuracy/Recharge: Level 50[*] (34) Dampened Spirits - Recharge/Endurance: Level 50[/list]Level 6: Touch of Fear <ul type="square">[*] (A) Nightmare - Accuracy/Recharge: Level 50[*] (9) Nightmare - Endurance/Fear: Level 50[*] (9) Nightmare - Accuracy/Fear/Recharge: Level 50[*] (36) Glimpse of the Abyss - Accuracy/Recharge: Level 50[*] (36) Glimpse of the Abyss - Endurance/Fear: Level 50[*] (36) Glimpse of the Abyss - Accuracy/Fear/Recharge: Level 50[/list]Level 8: Focused Senses <ul type="square">[*] (A) Red Fortune - Defense/Endurance: Level 50[*] (15) Defense Buff IO: Level 50[*] (15) Defense Buff IO: Level 50[*] (42) Endurance Reduction IO: Level 50[/list]Level 10: Boxing <ul type="square">[*] (A) Empty[/list]Level 12: Combat Jumping <ul type="square">[*] (A) Jumping IO: Level 50[*] (34) Defense Buff IO: Level 50[/list]Level 14: Tough <ul type="square">[*] (A) Steadfast Protection - Resistance/+Def 3%: Level 30[/list]Level 16: Siphon Life <ul type="square">[*] (A) Accuracy IO: Level 50[*] (25) Accuracy IO: Level 50[*] (27) Accuracy IO: Level 50[*] (29) Healing IO: Level 50[*] (29) Healing IO: Level 50[*] (31) Healing IO: Level 50[/list]Level 18: Practiced Brawler <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (19) Recharge Reduction IO: Level 50[/list]Level 20: Weave <ul type="square">[*] (A) Red Fortune - Defense/Endurance: Level 50[*] (21) Defense Buff IO: Level 50[*] (25) Defense Buff IO: Level 50[*] (42) Endurance Reduction IO: Level 50[/list]Level 22: Hasten <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (23) Recharge Reduction IO: Level 50[*] (23) Recharge Reduction IO: Level 50[/list]Level 24: Super Speed <ul type="square">[*] (A) Run Speed IO: Level 50[/list]Level 26: Dark Consumption <ul type="square">[*] (A) Cleaving Blow - Accuracy/Damage: Level 50[*] (31) Multi Strike - Accuracy/Damage: Level 50[*] (31) Performance Shifter - EndMod/Recharge: Level 50[*] (33) Performance Shifter - EndMod/Accuracy/Recharge: Level 50[*] (33) Efficacy Adaptor - EndMod/Recharge: Level 50[*] (33) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50[/list]Level 28: Dodge <ul type="square">[*] (A) Defense Buff IO: Level 50[*] (37) Defense Buff IO: Level 50[*] (37) Defense Buff IO: Level 50[/list]Level 30: Agile <ul type="square">[*] (A) Defense Buff IO: Level 50[*] (37) Defense Buff IO: Level 50[*] (39) Defense Buff IO: Level 50[/list]Level 32: Quickness <ul type="square">[*] (A) Run Speed IO: Level 50[/list]Level 35: Soul Drain <ul type="square">[*] (A) Multi Strike - Accuracy/Damage/Endurance: Level 50[*] (43) Multi Strike - Damage/Endurance/Recharge: Level 50[*] (43) Scirocco's Dervish - Accuracy/Recharge: Level 50[*] (43) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50[*] (46) Armageddon - Accuracy/Damage/Recharge: Level 50[*] (48) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50[/list]Level 38: Elude <ul type="square">[*] (A) Red Fortune - Defense/Recharge: Level 50[*] (39) Luck of the Gambler - Defense/Recharge: Level 50[*] (39) Defense Buff IO: Level 50[*] (40) Defense Buff IO: Level 50[*] (40) Recharge Reduction IO: Level 50[*] (40) Recharge Reduction IO: Level 50[/list]Level 41: Petrifying Gaze <ul type="square">[*] (A) Empty[/list]Level 44: Dark Blast <ul type="square">[*] (A) Thunderstrike - Accuracy/Damage/Recharge: Level 50[*] (45) Thunderstrike - Accuracy/Damage/Endurance: Level 50[*] (45) Thunderstrike - Damage/Endurance/Recharge: Level 50[*] (45) Devastation - Accuracy/Damage/Recharge: Level 50[*] (46) Devastation - Accuracy/Damage/Endurance/Recharge: Level 50[*] (46) Apocalypse - Accuracy/Recharge: Level 50[/list]Level 47: Evasion <ul type="square">[*] (A) Red Fortune - Defense/Endurance: Level 50[*] (48) Defense Buff IO: Level 50[*] (48) Defense Buff IO: Level 50[*] (50) Endurance Reduction IO: Level 50[/list]Level 49: Lucky <ul type="square">[*] (A) Defense Buff IO: Level 50[*] (50) Defense Buff IO: Level 50[*] (50) Defense Buff IO: Level 50[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Critical Hit
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+3% Defense(Smashing) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+3% Defense(Lethal) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+3% Defense(Fire) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+3% Defense(Cold) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+5.5% Defense(Energy) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+4.88% Defense(Negative) to Self for 10.8 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+3% Defense(Psionic) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+3% Defense(Melee) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+3% Defense(Ranged) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+3% Defense(AoE) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+5% Enhancement(JumpSpeed) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+5% Enhancement(RunSpeed) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+5% Enhancement(FlySpeed) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+5% Enhancement(JumpHeight) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+4.4% Enhancement(Terrorized) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+110.4 HP (8.25%) HitPoints to Self for 10.8 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+MezResist(Immobilize) (Mag 11%) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+MezResist(Sleep) (Mag 3.3%) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+2% (0.03 End/sec) Recovery to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[*]+22% (1.23 HP/sec) Regeneration to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]
Effect does not stack from same caster[/list]
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i went with fully frakenslotting my toon, instead of getting the extra 2.5 range def, 2.5 melee defense in set bonuses because
IMO it would gimp your build to six slot something to get that extra defense.
my melee def is: 42.05%, ranged is: 41.95% and AOE is: 41.95% which i feel is adequete AND i get the full benefit of
frankenslotting. my base recharge is 20%.
with hasten up, i buzz saw smite, shadow punch, dark blast, smite, shadow punch, dark blast,etc.. without no pauses in my attack chain. without hasten, i do shadow punch, smite, shadow punch, dark blask, then repeat again through that cycle. even without haste, if i am speed boosted, i can work my original chain of smite, shadow punch, dark blast, with no waiting.
its not an expensive build, i have 2 hamis, i think i got one from STF.. and 2 purples. nothing really hits me, since DM has a -tohit debuff in its attacks. i only need 2 targets to hit with dark consumption to get full endurance. if i do get defense debuffed
from radition attacks, or fighting enemies with +tohit, i can also pop elude. with elude my defense to all jumps to 113.5%.
i turn off tough, which is slotted w/the unique 3% def. to all. i don't suffer from endurance issues at all. by the time my end is low, my dark consumption is up.
what do you guys think? helpful?? constructive criticisms??