Build me a <blank>...
Heh. You probably expected me to show up in this thread on the solutions side rather than the questions side. But here's the build that's been bugging me, but I haven't spent enough time on to solve it.
Katana/Dark Armor:
- Soft capped positional defense (with double-stacked Divine Avalanche)
- Attack chain Divine Avalanche -> Gambler's Cut -> Golden Dragonfly -> Gambler's Cut -> Divine Avalanche -> Gambler's Cut -> Soaring Dragon -> Gambler's Cut
- Sustainable endurance (with Dark Regeneration, so stick a Theft of Essence proc in there)
- Include Oppressive Gloom or Cloak of Fear
- Include The Lotus Drops and Death Shroud so that it isn't just a single-target monster
- Include Tough and slot the resists (Obsidian Shield optional, no specific numeric goal, but more is better)
- 95%+ chance to hit +4s
- Hurdle and Combat Jumping
- Travel power optional
- 1700+ hit points
- Decent passive regeneration (20+ HP/sec?)
- Does not need to be exemplar-friendly
- Unlimited budget
Here is my most recent attempt. I haven't looked at it for a while, but I think it fell short on the sustainable endurance requirement. The empty slot in Combat Jumping is for the PvP +resistance unique. One of the two Steadfast Protections is taking the place of the PvP +defense unique.
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
I was actually thinking of a build that fits this post quite well this morning. A Fire/Shield who only takes the "sword" powers (Fire Sword, Fire Sword Circle, Greater Fire Sword) to achieve a traditional sword n' board shielder. You could throw scorch in since its only one handed, but it'd be more aesthetically pleasing without it I'd imagine. Seemless attack chain is priority, followed by defense. GO!
@Rakin
"You know Joe, When Matt and his brother Mark Hughes were growing up they would pound each other behind the barn." - Mike Goldberg
[ QUOTE ]
I was actually thinking of a build that fits this post quite well this morning. A Fire/Shield who only takes the "sword" powers (Fire Sword, Fire Sword Circle, Greater Fire Sword) to achieve a traditional sword n' board shielder. You could throw scorch in since its only one handed, but it'd be more asthetically pleasing without it I'd imagine. Seemless attack chain is priority, followed by defense. GO!
[/ QUOTE ]
What would be the actual attack chain time of FS-GFS-FS?
Their cast times are 1.33 for FS and 2.33 for GFS.
Because I've got FSC down to a 5.67s recharge.
Edit: FSC is now down to a 5.55s recharge.
[ QUOTE ]
What would be the actual attack chain time of FS-GFS-FS?
Their cast times are 1.33 for FS and 2.33 for GFS.
Because I've got FSC down to a 5.67s recharge.
Edit: FSC is now down to a 5.55s recharge
[/ QUOTE ]
Attack chain would be FS>FSC>FS>GFS
FS needs to recharge in 2.508
FSC needs to recharge in 5.676
GFS needs to rechrage in 6.072
[ QUOTE ]
[ QUOTE ]
I was actually thinking of a build that fits this post quite well this morning. A Fire/Shield who only takes the "sword" powers (Fire Sword, Fire Sword Circle, Greater Fire Sword) to achieve a traditional sword n' board shielder. You could throw scorch in since its only one handed, but it'd be more asthetically pleasing without it I'd imagine. Seemless attack chain is priority, followed by defense. GO!
[/ QUOTE ]
What would be the actual attack chain time of FS-GFS-FS?
Their cast times are 1.33 for FS and 2.33 for GFS.
Because I've got FSC down to a 5.67s recharge.
Edit: FSC is now down to a 5.55s recharge.
[/ QUOTE ]
Theoretically it seems like it'd be pretty close, more than likely close enough to have a fluid chain when you consider clicking hasten, shield charge, build up, etc from time to time. From your FSC time it sounds like you've got a pretty hefty amount of +rchg going, so those aforementioned clicks would be happening even more often. I like where you're headed.
@Rakin
"You know Joe, When Matt and his brother Mark Hughes were growing up they would pound each other behind the barn." - Mike Goldberg
[ QUOTE ]
[ QUOTE ]
What would be the actual attack chain time of FS-GFS-FS?
Their cast times are 1.33 for FS and 2.33 for GFS.
Because I've got FSC down to a 5.67s recharge.
Edit: FSC is now down to a 5.55s recharge
[/ QUOTE ]
Attack chain would be FS>FSC>FS>GFS
FS needs to recharge in 2.508
FSC needs to recharge in 5.676
GFS needs to rechrage in 6.072
[/ QUOTE ]
Alright, I tried my best to squeeze out the last little bit of defense but I couldn't come up with anything...I figure when you solo you will be a little short but as long as you have one teammate around you will be softcapped.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(19)
Level 1: Deflection -- LkGmblr-Rchg+(A), RedFtn-Def(3), RedFtn-Def/EndRdx(3), RedFtn-Def/Rchg(5), RedFtn-Def/EndRdx/Rchg(15), RedFtn-EndRdx(37)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), RedFtn-Def(5), RedFtn-Def/EndRdx(7), RedFtn-Def/Rchg(7), RedFtn-Def/EndRdx/Rchg(36), RedFtn-EndRdx(36)
Level 4: True Grit -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/EndRdx(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(11), S'fstPrt-ResDam/Def+(13)
Level 6: Swift -- Empty(A)
Level 8: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 10: Active Defense -- Empty(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13), DefBuff-I(36)
Level 14: Health -- Empty(A)
Level 16: Against All Odds -- Empty(A)
Level 18: Fire Sword Circle -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(21), Armgdn-Acc/Dmg/Rchg(21), Armgdn-Acc/Rchg(31), Armgdn-Dmg/EndRdx(33), RechRdx-I(33)
Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-Acc/Rchg(25), Efficacy-EndMod/Acc(25), Efficacy-EndMod/EndRdx(31)
Level 24: Tough -- Empty(A)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), DefBuff-I(27), DefBuff-I(50)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29), RechRdx-I(37), RechRdx-I(50)
Level 30: Confront -- Mocking-Taunt(A), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(45), Mocking-Acc/Rchg(45), Mocking-Taunt/Rng(45), Mocking-Rchg(46)
Level 32: Greater Fire Sword -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(33), Hectmb-Acc/Dmg/Rchg(34), Hectmb-Acc/Rchg(34), Hectmb-Dmg/EndRdx(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(46), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 38: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(39)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Conserve Power -- Empty(A)
Level 47: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(48)
Level 49: Build Up -- Empty(A)
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
[ QUOTE ]
Heh. You probably expected me to show up in this thread on the solutions side rather than the questions side. But here's the build that's been bugging me, but I haven't spent enough time on to solve it.
Katana/Dark Armor:
- Soft capped positional defense (with double-stacked Divine Avalanche)
- Attack chain Divine Avalanche -> Gambler's Cut -> Golden Dragonfly -> Gambler's Cut -> Divine Avalanche -> Gambler's Cut -> Soaring Dragon -> Gambler's Cut
- Sustainable endurance (with Dark Regeneration, so stick a Theft of Essence proc in there)
- Include Oppressive Gloom or Cloak of Fear
- Include The Lotus Drops and Death Shroud so that it isn't just a single-target monster
- Include Tough and slot the resists (Obsidian Shield optional, no specific numeric goal, but more is better)
- 95%+ chance to hit +4s
- Hurdle and Combat Jumping
- Travel power optional
- 1700+ hit points
- Decent passive regeneration (20+ HP/sec?)
- Does not need to be exemplar-friendly
- Unlimited budget
Here is my most recent attempt. I haven't looked at it for a while, but I think it fell short on the sustainable endurance requirement. The empty slot in Combat Jumping is for the PvP +resistance unique. One of the two Steadfast Protections is taking the place of the PvP +defense unique.
[/ QUOTE ]
As close as your build is, my only suggestion would be to include the max end accolades so that your overall recovery increases a bit. I think you could take one of the Nictus pieces out of health, as the 9% accuracy may not be necessary and thus would allow you to throw that slot elsewhere to maybe pick up an extra regen, +hp or +recovery bonus.
@Rakin
"You know Joe, When Matt and his brother Mark Hughes were growing up they would pound each other behind the barn." - Mike Goldberg
[ QUOTE ]
I was actually thinking of a build that fits this post quite well this morning. A Fire/Shield who only takes the "sword" powers (Fire Sword, Fire Sword Circle, Greater Fire Sword) to achieve a traditional sword n' board shielder. You could throw scorch in since its only one handed, but it'd be more aesthetically pleasing without it I'd imagine. Seemless attack chain is priority, followed by defense. GO!
[/ QUOTE ]
Ok here is my build It as soft capped defense solo. It can run the attack chain of FS>FSC>FS>GFS. Most of the time Hasten is not perma
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Deflection -- LkGmblr-Rchg+(A), RedFtn-EndRdx(13), RedFtn-Def(17), RedFtn-Def/EndRdx(39), RedFtn-Def/Rchg(39), RedFtn-Def/EndRdx/Rchg(46)
Level 2: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-Def(11), RedFtn-EndRdx(13), RedFtn-Def/EndRdx/Rchg(40), RedFtn-EndRdx/Rchg(43)
Level 4: True Grit -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(40)
Level 6: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(29), GSFC-ToHit(29), GSFC-ToHit/Rchg(34), GSFC-Rchg/EndRdx(37), GSFC-ToHit/Rchg/EndRdx(39)
Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), Zephyr-ResKB(9), LkGmblr-Rchg+(11), Ksmt-ToHit+(46)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(27)
Level 12: Swift -- Empty(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Fire Sword Circle -- Armgdn-Dmg/EndRdx(A), Armgdn-Dam%(19), Armgdn-Acc/Rchg(19), Armgdn-Acc/Dmg/Rchg(21), Armgdn-Dmg/Rchg(21), RechRdx-I(23)
Level 20: Health -- Heal-I(A)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Acc/Rchg(25), P'Shift-EndMod/Rchg(42), P'Shift-Acc/Rchg(43), P'Shift-EndMod/Acc(43)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 26: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(48), Amaze-Acc/Stun/Rchg(50), Amaze-EndRdx/Stun(50), Amaze-Acc/Rchg(50)
Level 28: Tough -- TtmC'tng-EndRdx(A), TtmC'tng-ResDam(45), TtmC'tng-ResDam/EndRdx(46)
Level 30: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(31), RedFtn-Def/Rchg(31), RedFtn-EndRdx(31), RedFtn-Def(40), RedFtn-Def/EndRdx/Rchg(48)
Level 32: Greater Fire Sword -- T'Death-Dam%(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Acc/Dmg(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Grant Cover -- LkGmblr-Rchg+(A)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(45)
Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
Level 49: One with the Shield -- S'fstPrt-ResDam/Def+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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First things first, Rakin, please try to stick to the topic at hand: Katana/DA. When the thread shifts to build suggestions, feel free to toss out other build ideas. If there is a discussion currently going on, please refrain from posting anything except commentary directly related to the build in question.
[ QUOTE ]
Heh. You probably expected me to show up in this thread on the solutions side rather than the questions side. But here's the build that's been bugging me, but I haven't spent enough time on to solve it.
[/ QUOTE ]
Not in the least actually. I knew that you would be one of the few people to actually post some of the more interesting and challenging builds that I've seen.
[ QUOTE ]
Katana/Dark Armor:
- Soft capped positional defense (with double-stacked Divine Avalanche)
- Attack chain Divine Avalanche -> Gambler's Cut -> Golden Dragonfly -> Gambler's Cut -> Divine Avalanche -> Gambler's Cut -> Soaring Dragon -> Gambler's Cut
- Sustainable endurance (with Dark Regeneration, so stick a Theft of Essence proc in there)
- Include Oppressive Gloom or Cloak of Fear
- Include The Lotus Drops and Death Shroud so that it isn't just a single-target monster
- Include Tough and slot the resists (Obsidian Shield optional, no specific numeric goal, but more is better)
- 95%+ chance to hit +4s
- Hurdle and Combat Jumping
- Travel power optional
- 1700+ hit points
- Decent passive regeneration (20+ HP/sec?)
- Does not need to be exemplar-friendly
- Unlimited budget
[/ QUOTE ]
[ QUOTE ]
Here is my most recent attempt. I haven't looked at it for a while, but I think it fell short on the sustainable endurance requirement. The empty slot in Combat Jumping is for the PvP +resistance unique. One of the two Steadfast Protections is taking the place of the PvP +defense unique.
[/ QUOTE ]
Honestly, I'd agree that it does pretty much everything you're asking of it rather admirably, though I'd contest the issue of it not having sustainable, though it depends heavily on what weight we give the various endurance powers you're using.
First off, we've got to figure out current costs and recoveries. The attack string you want costs 28.19 end over 10.428 seconds for an average drain of 2.703 end/sec, combined with your toggle costs of 1.51 end/sec for a total of 4.213. Your baseline recovery is 3.69 end/sec. That leaves only a rather small drain of .523 end/sec. Assuming you don't have to use Dark Regen at all (which is rather likely considering the amount of defense and resistance you're packing) and aren't using Conserve Power, it would take 213.77 seconds in order for you to run out of endurance.
The Theft of Endurance proc grants, on average, 2 endurance per target hit. There's more than enough accuracy and +tohit to assure 95% chance to hit, so it's only a question of how many targets we're going to assume are present for each click in question. If it's for AVs, it would make the most sense to assume a single target available, which pulls the average cost of Dark Regen down to 16.9 end (95% chance to hit remember). If it's for saturated fights, at which point we can expect to ignore the chance to hit thanks to streakbreaker requiring 20 targets to be in range to ensure 10 hits, the average cost is actually a benefit of 1.2 end. If it's used every recharge cycle (15.8 + 1.32 = 17.12 secs), it's going to cost roughly .98 end/sec (16.9/17.12). At saturation, it's not large enough to count for much but still functionally free (-1.2/17.12 = -.07 end/sec). For single targets, it's still got a rather significant cost.
Now, the big thing that is going to be your saving grace is Conserve Power. It's got an uptime of 22.8%, but, during this time, your endurance costs are pulled down to .87 end/sec from toggles and 1.581 end/sec from your attack string (16.49 end over 10.428 secs). ST Dark Regen cost gets reduced to 9.4 end/use for .55 end/sec (9.4/17.12), and saturated Dark Regen cost actually becomes a substantial net benefit (-8.7 end/17.12 secs = -.51 end/sec). Totaled up, without Dark Regen, you've got a net cost of 2.451 end/sec offset by a net gain of 3.69 end/sec for a net gain of 1.239 end/sec. With a loss of .523 end/sec outside of CP and a 1.239 end/sec net gain when it's active along with the 22% uptime, you've still got a minor net loss (.25 end/sec), but it's much less than you'd think and only whenever you're fighting a single target, at which point you're actually gaining substantially.
The best way to actually get completely end sustainable would be to drop a slot in some other power (re: Build Up) and put it into Conserve Power. This would increase the uptime percent to 28.8%, allowing you to have a net loss of only .166 end/sec overall.
The only times you should ever have endurance issues is when you're facing a single hard target and plan on only facing that single target for night upon 3 minutes. Any other time (numerous targets, faster kill, etc), you should be more than fine.
How about a BS/WP with soft cap defense (type), no set mules, a seemless high dps attack chain, has to have SoW, and come within 100 of the hit point cap. Epics and fighting pool and leadership pools are cool as long as powers are slotted and will be of actual use. I will not have use for boxing or kick so they would be considered set mules. And no purples or PVP IOs. My alts are poor and everything elese can be gotten with merits.
"All problems can be solved by throwing enough scrappers at it."
@Riez on Virtue, Protector, Champion, and Exalted server.
[ QUOTE ]
How about a BS/WP with soft cap defense (type), no set mules, a seemless high dps attack chain, has to have SoW, and come within 100 of the hit point cap. Epics and fighting pool and leadership pools are cool as long as powers are slotted and will be of actual use. I will not have use for boxing or kick so they would be considered set mules. And no purples or PVP IOs. My alts are poor and everything elese can be gotten with merits.
[/ QUOTE ]
Suggestions are not open at this time. Current discussion should remain focused on Werner's Katana/DA until such point as the discussion is concluded, at which point recommendations will be put forth and a new discussion shall be selected from there.
The idea behind this thread is to have everyone focus on a single build at a time Remain on point and be patient. If there is enough interest, the build/problems that you've got will eventually be discussed.
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
What would be the actual attack chain time of FS-GFS-FS?
Their cast times are 1.33 for FS and 2.33 for GFS.
Because I've got FSC down to a 5.67s recharge.
Edit: FSC is now down to a 5.55s recharge
[/ QUOTE ]
Attack chain would be FS>FSC>FS>GFS
FS needs to recharge in 2.508
FSC needs to recharge in 5.676
GFS needs to rechrage in 6.072
[/ QUOTE ]
Alright, I tried my best to squeeze out the last little bit of defense but I couldn't come up with anything...I figure when you solo you will be a little short but as long as you have one teammate around you will be softcapped.
[/ QUOTE ]
I took your build and adjusted it and I came up with a softcapped build with a little less global recharge, but essentially perma-hasten and the same attack chain. I think the build is a success and definitely doesn't sacrifice much aside from the other attacks. The empty slot in Tough is for the 3% def PvP IO.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Fire Swords softcap: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(19)
Level 1: Deflection -- LkGmblr-Rchg+(A), RedFtn-Def(3), RedFtn-Def/EndRdx(3), RedFtn-Def/Rchg(5), RedFtn-Def/EndRdx/Rchg(15), RedFtn-EndRdx(37)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), RedFtn-Def(5), RedFtn-Def/EndRdx(7), RedFtn-Def/Rchg(7), RedFtn-Def/EndRdx/Rchg(36), RedFtn-EndRdx(36)
Level 4: True Grit -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(9), Numna-Heal/EndRdx(9), Numna-EndRdx/Rchg(11), Numna-Heal(11), Numna-Regen/Rcvry+(13)
Level 6: Swift -- Run-I(A)
Level 8: Boxing -- KntkC'bat-Acc/Dmg(A)
Level 10: Active Defense -- EndRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(13), Zephyr-Travel/EndRdx(36)
Level 14: Health -- Mrcl-Rcvry+(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Fire Sword Circle -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(21), Armgdn-Acc/Dmg/Rchg(21), Armgdn-Acc/Rchg(31), Armgdn-Dmg/EndRdx(33)
Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23), Efficacy-Acc/Rchg(25), Efficacy-EndMod/Acc(25), Efficacy-EndMod/EndRdx(31)
Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(37), Aegis-EndRdx/Rchg(39), Aegis-ResDam/EndRdx/Rchg(40), Empty(48), Aegis-ResDam(50)
Level 26: Weave -- LkGmblr-Rchg+(A), RedFtn-EndRdx(27), RedFtn-Def/EndRdx(27), RedFtn-Def/Rchg(40), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(50)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29), RechRdx-I(33), RechRdx-I(37), RechRdx-I(46)
Level 30: Build Up -- AdjTgt-ToHit(A), AdjTgt-Rchg(31), AdjTgt-ToHit/Rchg(45), AdjTgt-ToHit/EndRdx/Rchg(45), AdjTgt-EndRdx/Rchg(45)
Level 32: Greater Fire Sword -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(33), Hectmb-Acc/Dmg/Rchg(34), Hectmb-Acc/Rchg(34), Hectmb-Dmg/EndRdx(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-%Dam(40), Oblit-Acc/Rchg(46), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 38: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(39)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(48)
Level 47: Super Jump -- EndRdx-I(A)
Level 49: One with the Shield -- S'fstPrt-ResDam/Def+(A)
------------
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">[*]18.5% DamageBuff(Smashing)[*]18.5% DamageBuff(Lethal)[*]18.5% DamageBuff(Fire)[*]18.5% DamageBuff(Cold)[*]18.5% DamageBuff(Energy)[*]18.5% DamageBuff(Negative)[*]18.5% DamageBuff(Toxic)[*]18.5% DamageBuff(Psionic)[*]8% Defense(Smashing)[*]8% Defense(Lethal)[*]10.5% Defense(Fire)[*]10.5% Defense(Cold)[*]9.25% Defense(Energy)[*]9.25% Defense(Negative)[*]3% Defense(Psionic)[*]13% Defense(Melee)[*]15.5% Defense(Ranged)[*]13.3% Defense(AoE)[*]48% Enhancement(Accuracy)[*]82.5% Enhancement(RechargeTime)[*]6% Enhancement(Heal)[*]5% FlySpeed[*]85.3 HP (6.37%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 6.05%[*]MezResist(Immobilize) 9.35%[*]MezResist(Stun) 2.2%[*]12% (0.2 End/sec) Recovery[*]22% (1.23 HP/sec) Regeneration[*]8.82% Resistance(Fire)[*]8.82% Resistance(Cold)[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[*]10% RunSpeed[*]2.5% XPDebtProtection[/list]
EDIT: Sorry Umbral, must have misunderstood. My little suggestion seems to have solved itself though so I'll get out of your way.
@Rakin
"You know Joe, When Matt and his brother Mark Hughes were growing up they would pound each other behind the barn." - Mike Goldberg
Opps... my bad. O.o
"All problems can be solved by throwing enough scrappers at it."
@Riez on Virtue, Protector, Champion, and Exalted server.
How bout a claws/sr brute with capped hps and soft cap defense?
Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator
Thank You Devs for Merits!!!!
OK, I can see your argument for the endurance usage being OK. Maybe I was closer to done than I thought. I'll take your suggestion to drop one slot from Build Up and move it to Conserve Power.
It just looks like a case where the endurance usage is highly variable, and I may not know how good or bad it is in practice until I play it. I suspect that you're right that it will be fine in normal play. The worst case scenario would be fighting an AV with no minions, needing to spam Dark Regeneration, and getting unlucky rolls on the endurance procs. But then I can also start strategically dropping toggles if I'm in that situation. Oppressive Gloom isn't helping. Death Shroud isn't helping much. Tactics won't normally be needed. If the AV is mostly melee, I might be able to drop Manuevers.
So I guess we're saying that my problem was all but solved before I even posed the question? Maybe it was. Hmmm. Maybe I thought it had poor endurance because I was calculating for an AV with all of the toggles up and hitting Dark Regeneration every time it recharged. That's not really a realistic scenario.
So... uh... I guess I'll vote that my problem is now solved? *chuckle*
I'll also vote that the next challenge be the nothing but swords Fire/Shield build, since that generated the most interest, and I'm poking around at it myself. Should we assign some additional parameters to it, such as soft cap, maximum DPS given the very poor chain, sustainability, or anything like that?
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
[ QUOTE ]
I'll also vote that the next challenge be the nothing but swords Fire/Shield build, since that generated the most interest, and I'm poking around at it myself. Should we assign some additional parameters to it, such as soft cap, maximum DPS given the very poor chain, sustainability, or anything like that?
[/ QUOTE ]
No idea what the DPS would be, but the build I posted recently seems to solve the suggestion I gave. Hasten is off perma by 1 second, and defenses are softcapped. By all means, improve if you are so inclined however. For additional parameters, I'm not sure what else there is to add... endurance sustainability would be good given the wacky end usage from FSC being spammed so much.
@Rakin
"You know Joe, When Matt and his brother Mark Hughes were growing up they would pound each other behind the barn." - Mike Goldberg
I'll throw in my proposal for consideration:
Fire Melee/Super Reflexes:
- Soft capped positional defenses without the Fighting Pool.
- Highest DPS Attack Chain possible within the other strictures in mind.
- Sustainable endurance (for AV soloing)
- Must Include Fire Sword Circle, and if possible, Breath of Fire for AoE capability. BoF is not mandatory for the build, however, but may be useful for slotting Ragnarok.
- 95%+ chance to hit +4s
- Travel power mandatory - I am impatient with travelling(not too much of a crippling requirement since it can slot BotZ)
- Highst possible max hit points within other build strictures.
- Does not need to be exemplar-friendly
- Unlimited budget
*edit* Must have Aid Self for AV fights in particular.
o'kay, hmmm, try this one out then when you have time...
DB/SR
requirements...
1. must be soft cap'd def to all posistions (and highest DDR of which, current MIDs isn't very accurate in)
2. must have highest possible ST DPS attack chain ((BF>AS>SS>AS ... repeat, i think is what it is, though i'm not exactly sure it's the best or feaseable, need a'bit of input on this)(with 95% tohit +4's in each attack of the chain, easyer to do if #4 can run full time))
3. must have Aid Self
4. must incorperate a full set of GSF-C in a toggle
5. must(?) have perma-hasten (this i belive is required for the highest dps chain, if not than can exclude)
6. must include -res proc(s) (there's a PvP IO type as'well i belive)
7. needs to be endurance efficient for long fights
8. travel power is optional (but is nice for BotZ's though not opposed to the BotZ in elude)
9. kismet unique would be nice in auto or toggle (as long as it does not hinder DDR)
10. unlimited budget
11. does Not need to be exemp friendly
12. does Not need to be PvP friendly
...
i know it's asking for alot, but i think it's possible, if so or if not, i still like the brainstorming concept of this thread
[ QUOTE ]
[ QUOTE ]
I'll also vote that the next challenge be the nothing but swords Fire/Shield build, since that generated the most interest, and I'm poking around at it myself. Should we assign some additional parameters to it, such as soft cap, maximum DPS given the very poor chain, sustainability, or anything like that?
[/ QUOTE ]
No idea what the DPS would be, but the build I posted recently seems to solve the suggestion I gave. Hasten is off perma by 1 second, and defenses are softcapped. By all means, improve if you are so inclined however. For additional parameters, I'm not sure what else there is to add... endurance sustainability would be good given the wacky end usage from FSC being spammed so much.
[/ QUOTE ]
Well, I don't know if I'm off topic or on topic, but here's my pass at Fire Sword/Shield Defense, adapted from the builds already posted. I'm sure there's still room for improvement, but so far...
- Soft capped
- Fire Sword -> Fire Sword Circle -> Fire Sword -> Greater Fire Sword
- Fire Sword slightly below my accuracy goal at 92.9% to hit +4s (other attacks OK)
- 2000+ hit points
- 300%+ regeneration
- A bit off of perma Hasten, but not too bad
- Very high defense debuff resistance
- Sustainable endurance use
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I'm actually finding this a very tempting concept. Resisting the temptation so far, though, since the "horrible" attack chain conflicts with my powergamer sensibilities.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
[ QUOTE ]
I'll throw in my proposal for consideration:
Fire Melee/Super Reflexes:
- Soft capped positional defenses without the Fighting Pool.
...
[/ QUOTE ]
This seems like an artificial restriction. I assume you have it there for a reason, such as "I need sustainable endurance and Tough and Weave take too much" or "I know there won't be any room for the pool if I'm taking Aid Self". But if the reason is something like that, just state "sustainable endurance" and/or "Aid Self". And you already did, so why the additional restriction? Do you just not like it?
Edit:
From Rieze:
[ QUOTE ]
no set mules
[/ QUOTE ]
Same comment here. Set mules are just a tool. Mind you, I hate them too, but if your build will be stronger with a mule than without one, why does it matter?
Or are we adding restrictions like this the same way that we solo AVs without inspirations - because it's harder?
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
[ QUOTE ]
Or are we adding restrictions like this the same way that we solo AVs without inspirations - because it's harder?
[/ QUOTE ]
I'm completely fine with whatever restrictions people feel like imposing. Personally, I think it makes the building process a bit more interesting and requires a bit of out-of-the-box thinking, especially for those of us that are rather ingrained in our certain build concepts (I never would have though about the idea of a +def based dm/regen until I saw the softcapped kat/regen concept build).
As to what's on topic now, I think it's safe to say that we're now discussing fire/shield, swords only, seamless attack chain, softcapped defense.
[ QUOTE ]
[ QUOTE ]
I'll throw in my proposal for consideration:
Fire Melee/Super Reflexes:
- Soft capped positional defenses without the Fighting Pool.
...
[/ QUOTE ]
This seems like an artificial restriction. I assume you have it there for a reason, such as "I need sustainable endurance and Tough and Weave take too much" or "I know there won't be any room for the pool if I'm taking Aid Self". But if the reason is something like that, just state "sustainable endurance" and/or "Aid Self". And you already did, so why the additional restriction? Do you just not like it?
[/ QUOTE ]
The reason is that I was interested in seeing if it could be done without Weave and the Steadfast def IO and still remain a viable AV soloer without sacrificing all AOE potential for teams.
I felt that without the Fighting Pool the AoEs would then be much easier to keep. As stated FSC is a keeper, but BoF is not mandatory. Why even mention BoF? I've found that after becoming quite proficiant at using Shadow Maul/Sands of Mu, getting 4-5 mobs in BoF has become rather easy and it's a fairly useful power on teams.
Now that I think about it, seeing a comparison of what could be done both with and without the Fighting Pool would be rather interesting. In light of this, I'll change the reqs to allow for the Fighting Pool as long as at least FSC isn't sacrificed.
Here's a build I came up with that skips the Fighting Pool, and even keeps BoF. The DPS is not the highest, as I used the Incin->Scorch->Cremate->Scorch chain so I could skip GFS and trim end cost. It ends up being only 4.5 seconds from perma-hasten as a bonus. My main concern is lack of Accuracy and an approach with the Leadership Pool instead of the Speed or Leaping Pools may be the answer.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
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Speed Pool swapped out for Leadership. Now I worry about end when Conserve Power is down...which is more often without Hasten. Hm.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
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edit: I apologize if this is considered off-topic, but felt a response to Werner was appropriate, and inserted my build ideas for efficiancy's sake, and only to be considered when the current FM/Shields discussion is completed and for the when my proposal is accepted for discussion.
It looks like the FM/Shields build debate is dead. I think it got concluded between what Rankin and Werner both did by the looks of things.
Next?
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From Rieze:
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no set mules
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Same comment here. Set mules are just a tool. Mind you, I hate them too, but if your build will be stronger with a mule than without one, why does it matter?
Or are we adding restrictions like this the same way that we solo AVs without inspirations - because it's harder?
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You could look at it as a challenge. The real reason everytime I work on a build and I start putting powers in id never use and putting slots in said power or putting more slots in a power that i dont feel is needed other then set bonuses, it bugs me to no end almost like a waist. Its more of a pet peeve. that and knocking back my target when palying one of my scrappers. Every alt i make, I like to have a wide variety of useful powers. Thats why the scrapper epics, or lack there of, bug me so. In any case, if im pumping my alt with with powers I wont use, I wont have room for the fun stuff. There shouldnt be just one way to reach peek performance.
"All problems can be solved by throwing enough scrappers at it."
@Riez on Virtue, Protector, Champion, and Exalted server.
Mainly because I've been a bit bored, but also because I like a challenge and having people set me up with them rather than finding myself (I'm a problem solver, not a problem finder), I've decided to start a thread to serve this.
The rules are as follows: come up with any pairing of primary and secondary for a Scrapper. Then, give some quantifiable requirements for the build (seamless attack string, maximum functional defense, end sustainability, perma-Hasten, etc) and then anyone who wants to (most definitely myself) will post builds, suggestions, hints, and other useful commentary on how to achieve those goals within the assigned parameters (key word "useful").
As to how we'll get other builds, after general consensus (re: ~2 posters call for it), the floor opens to suggestions and the current discussion will end. Anyone can suggest whatever they feel like (as long as it's within the guidelines) as long as it's not a rehash of something that's already been done (unless of course there have actually been some game changes that make the discussion sensible). When general consensus (re: ~3-4 people) agree that it's time to discuss one of the suggestions, we'll hop to it.
Basic process: suggest>choose>build/discuss>repeat
To get us started, we'll let loose on the first suggestion that appears. Any takers with some interesting problems?