Fire/SD or WP for an AV killer?
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Well outside of AV solo I would think both would excels at keeping you alive with the same circumstances. With Shields The more foes around you the more damage you do so you kill them fast which will help you stay alive.
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So then you also agree /SD for AV solo?
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So then you also agree /SD for AV solo?
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I would love to tell you, but I don't know which one would be better
As far as I've heard/seen, the consensus would point to SD being overall the better choice.
I'll throw in my 2 cents here.
As for needing Aid Self, you will want it with Shield, you wont need it with WP.
I have 2 level 50 WP's that both solo AV's with no problems. My Fire/WP was built more as an all around type character. He has around 30ish percent defense to all types. Even though not built for AV soloing, I am 6 for 6 with him.
I also have a DM/WP that is built for AV soloing. Defenses at 39 percent. I've only recently finished his build but I've fought 5 AV's and they were very easy, if not a bit boring. Neither has Aid self and have never wished I had it. (Though the DM obviously has Siphon Life which is better IMO).
I dont have a /Shield character yet, so cant comment from experience, but I think you would have similar results from either one, but they will play drastically different I believe.
I plan to try and take on an AV with just common IOs first and use a Luck at a time to simulate soft capped defense before I drop a load of influence in him. I also have a BS/WP fully IOed. Maybe I will try to solo an AV or 2 with him first. All I ever used him for was PvP. It just dawned on me to try an AV with him, lol.
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Well, your survival may factor into it since more mobs attacking you means more chances for the random number generator to get snarky and let you get hit with a streak of shots in past the defenses.
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You've got to consider the damage boost is also a survivability boost. You're taking down the AV much faster, so you don't have to survive as long.
Let me throw in that you don't need Hasten. It'll just cost you 20 end every 2 minutes (or whatever it is), and you don't need it to keep [Incinerate - GFS - Cremate - FS] chained.
@Rakin
"You know Joe, When Matt and his brother Mark Hughes were growing up they would pound each other behind the barn." - Mike Goldberg
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Well, your survival may factor into it since more mobs attacking you means more chances for the random number generator to get snarky and let you get hit with a streak of shots in past the defenses.
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You've got to consider the damage boost is also a survivability boost. You're taking down the AV much faster, so you don't have to survive as long.
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True, the longer the fight runs the more likely you are to take damage and die, however, the odds of being hit past your defenses several times in a row with multiple enemies in melee range is far greater than if there is just one enemy(the A/V).
And since any fight with an arch villain will still take several minutes even with the boost from AAO your chances of being taken out by a streak of hits from the mob of enemies surrounding you is fairly high.
I actually have a Fire/Shields scrapper that's lvl 32 and even with his defenses at the cap (using small purples to supplement the toggles) he has been taken down on maps when I have charged into groups of 8-12 mobs on my own.
Most times you don't get hit at all but occasionally you just die 4 seconds after engaging them. It all depends on luck and the RNG.
If we were talking about SR, I'd be inclined to agree ; but a high end Shield build should have, in my opinion, ~38% S/L res (73% while OwtS is up), ~20% F/C/E/N res (37% while OwtS is up) and over 2000 hp, on top of softcapped defenses and high DDR.
With a DPS boost that's roughly 1/3 on most builds (at least, my builds, as including BU they're often around 230-240% damage, and AaO gives ~+80%), saturating AaO makes a significant difference.
Imagine you have 180 DPS without AaO, it'd take you 28271 / (180 - 94) = 329 seconds to kill an AV.
With AaO, the DPS would jump to 240, and the time would go down to 28271 / (240 - 94) = 193 seconds, which isn't that far from being twice as fast.
This is the worst case scenario for saturated AaO. If the AV actually has some resists, heals, t9 powers, saturated AaO will look even better as the scrapper without AaO (or with only one target in range) will be barely above the regen while the one saturating AaO will most likely be just as fast as a "regular" scrapper.
Now, this is just my gut feeling, but if you ask me if I'd have an easier time taking on one AV for 5 minutes or one AV + 10 minions for 3 minutes, especially considering there's OwtS for 2 of these 3 minutes... I'd pick the second scenario.
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Now, this is just my gut feeling, but if you ask me if I'd have an easier time taking on one AV for 5 minutes or one AV + 10 minions for 3 minutes, especially considering there's OwtS for 2 of these 3 minutes... I'd pick the second scenario.
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Except as you pointed out, most Arch Villains don't rely on their base regeneration alone as their sole defense. Most have Self-Heals, Defensive buffs or T9 Powers that come into play at some point during the fight.
And while 180dps may take say 12 minutes to solo an AV using all those tricks, odds are that if the AV couldn't kill you in the first 5 minutes of the fight then he probably doesn't have an attack chain that will be able to do it at all (barring some really insane RNG rolls).
Using those same guidelines for AV Defensive powers, the scrapper with 240 DPS will probably take closer to 5-8 minutes to kill that same AV which means anywhere from 3-5 minutes without OwtS running.
If you have 11 enemies in range for that length of time the odds that they will manage to sync up attack rolls and all hit at close to the same time are considerably higher than if you are just dealing with one enemy and his sequence of attacks. This also doesn't factor the likelyhood that the swarm on minions may have secondary effects attached to their attacks such as -tohit, -end, -recharge, etc which could also negatively effect a long fight.
Again, I have seen this happen often enough on my Fire/Shield character to have to think that surrounding yourself with enemies might not be the best plan for a character's overall survival.
On the other hand, adding 2-3 extra enemies to the mix might add enough damage to be useful while limiting the number of incoming attacks to something Shields is more likely to be able to keep up with over a sustained battle.
You two are debating an issue that has no definitive answer and differs on a case-by-case basis, however I'd be inclined to agree with Speed as he hinted at finding a happy medium of mobs to surround yourself with to balance the damage/survivability ratio.
@Rakin
"You know Joe, When Matt and his brother Mark Hughes were growing up they would pound each other behind the barn." - Mike Goldberg
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odds are that if the AV couldn't kill you in the first 5 minutes of the fight then he probably doesn't have an attack chain that will be able to do it at all (barring some really insane RNG rolls).
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This isn't my experience at all with AV soloing. Most of my defeats occur past the 5 minute mark.
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If you have 11 enemies in range for that length of time the odds that they will manage to sync up attack rolls and all hit at close to the same time are considerably higher than if you are just dealing with one enemy and his sequence of attacks.
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All of them hitting in, say, a three or four second timeframe is just not going to happen, ever. It's theorically possible, but statistically the chance is so slim you're probably never going to see it in a lifetime (assuming you're at the softcap and they haven't tohit buffs, of course).
It's not like two or three minions hitting you at the same time as the AV does will instantly kill you.
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This also doesn't factor the likelyhood that the swarm on minions may have secondary effects attached to their attacks such as -tohit, -end, -recharge, etc which could also negatively effect a long fight.
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If you build to have a 95% tohit chance against +4s, you can hit an even level AV just fine through a few tohit debuffs (not that it's very common for minions to have tohit debuffs). End drains can be a problem, but off my head I can think of only one AV with minions doing significant end drains (Neuron). Recharge debuffs aren't that common with minions either.
I don't want to imply it's never a problem, but the situations where it was were few and far between for me.
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Again, I have seen this happen often enough on my Fire/Shield character to have to think that surrounding yourself with enemies might not be the best plan for a character's overall survival.
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You're using your experience in normal PvE with a level 32 Fire/Shield that's probably not accoladed, not IOed out, doesn't have OwtS, might or might not have resistances slotted might or might not have Tough, and you assume AV encounters for a high end Fire/Shield build will work the same.
Granted, all I can use is my experience with my DB/inv scrapper (which also leverages mobs to saturate auras) and my Shield/DM tanker, so I can't claim I know exactly how it'd go either ; but the issues you mentioned that I replied to here aren't build dependant and are just inaccurate in my experience.
Frankly though, theorycraft won't get me to believe a Fire/Shield scrapper can't handle 10 minions + 1 AV while my Shield/DM usually takes on 12-13 lieutenants + 1 AV, with lots of overkill mitigation.
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You two are debating an issue that has no definitive answer and differs on a case-by-case basis
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This claim is exactly what I'm debating. I believe the situations in which adding minions to fuel AaO hurt you are the exception, not the norm.
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odds are that if the AV couldn't kill you in the first 5 minutes of the fight then he probably doesn't have an attack chain that will be able to do it at all (barring some really insane RNG rolls).
[/ QUOTE ] This isn't my experience at all with AV soloing. Most of my defeats occur past the 5 minute mark.
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Same with me the longer the fight the more likely I will die. With a Faster fight you give them less of a chance to kill you, or getting a lucky hit in.
And when I have solo'd AVs on my Regen scrapper I have seen just the opposite. They can either kill me in the first two minutes of the fight or they'll never pull it off.
All that shows is that different builds and powers = different results. (no surprise)
As to my Fire/SD scrapper, on the occasions where large spawns have face-planted him, I was testing his higher end survivability by simulating at least some of the missing powers/IOs/accolades with inspirations to see if the build would be able to survive what I had planned for it.
IE. Farming swarms of minions/Lts.
To that end I made certain that his Positional defenses were at or above 45% (purple inspirations) and that his Resistances were up to at least 30% (orange inspirations).
(BTW, he does have Tough).
Many times he was able to pull it off with no difficulty but there were enough occasions where he either died from damage streaks (or would have if I hadn't spammed greens) that it made me decide to shelve the character for the time being.
And using a Tanker SD build as a comparison is at least as off base as my comparing it to a lower level scrapper of the specific type in question.
Again, I think that adding a few minions would help than harm, ten however is IMO just asking for trouble.
You know, you're almost making me want to level a Fire/SD just to prove my point. Yes, I am that silly.
Coming up on 32 and I must way, wow that is a lot of damage. I have a 50 FM Brute, but those crits.. I'm in love. So far my defense is holding up nicely, but I burn through alot of end.
Now some of you say Hasten isn't really needed for FM/SD and if that's honestly true, I'll skip it for CJ. Still polishing my Mids build before I post it for critique.
I took down 2 level 50 AVs with my DM/SD Brute and did not use Siphon Life, inspirs or temps. The Rikti AV from LGTF and Countess Crey. So I'm skipping Aid Self. The difference in health between my finished Brute vs my Scrap would be 20hp.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Death: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Scorch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def(9), LkGmblr-Rchg+(9)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(11), LkGmblr-Def(11), LkGmblr-Rchg+(13)
Level 4: True Grit -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/Rchg(13), Mrcl-Heal(15), Numna-Heal/EndRdx(15), Numna-Heal(17), Numna-Regen/Rcvry+(29)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(19)
Level 8: Cremate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Dmg/EndRdx/Rchg(23)
Level 10: Active Defense -- HO:Membr(A)
Level 12: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(19)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(27)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Swift -- Run-I(A)
Level 20: Health -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(25), Mrcl-Rcvry+(29), RgnTis-Regen+(33)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-Acc/Rchg(25), P'Shift-EndMod/Acc/Rchg(27), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(31), P'Shift-End%(31)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 26: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(34)
Level 28: Fire Sword Circle -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-%Dam(45)
Level 30: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(40)
Level 32: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(40), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(42), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(50)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(48)
Level 38: Boxing -- Acc-I(A)
Level 41: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(42), Aegis-ResDam(45), S'fstPrt-ResDam/EndRdx(45), S'fstPrt-ResDam/Def+(46), S'fstPrt-ResKB(48)
Level 44: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Def(46), LkGmblr-Rchg+(48)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Critical Hit
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[u]Set Bonus Totals:[u]<ul type="square">[*]16.5% DamageBuff(Smashing)[*]16.5% DamageBuff(Lethal)[*]16.5% DamageBuff(Fire)[*]16.5% DamageBuff(Cold)[*]16.5% DamageBuff(Energy)[*]16.5% DamageBuff(Negative)[*]16.5% DamageBuff(Toxic)[*]16.5% DamageBuff(Psionic)[*]9.88% Defense(Smashing)[*]9.88% Defense(Lethal)[*]12.1% Defense(Fire)[*]12.1% Defense(Cold)[*]9.25% Defense(Energy)[*]9.25% Defense(Negative)[*]3% Defense(Psionic)[*]16.8% Defense(Melee)[*]15.5% Defense(Ranged)[*]16.4% Defense(AoE)[*]59% Enhancement(Accuracy)[*]57.5% Enhancement(RechargeTime)[*]10% FlySpeed[*]261 HP (19.5%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -12)[*]Knockup (Mag -12)[*]MezResist(Held) 6.05%[*]MezResist(Immobilize) 10.5%[*]MezResist(Stun) 4.4%[*]11.5% (0.19 End/sec) Recovery[*]52% (2.91 HP/sec) Regeneration[*]15% RunSpeed[/list]
A few things... Fire Sword > Scorch for DPS (according to some quick math in a recent thread I believe; I personally just prefer the sword to the hand).
I slotted FSC with Multistrike instead of Obliteration for endurance's sake. The full MS set nearly cuts the end cost in half, whereas the Oblit set barely cuts down on it. Since that build has hasten, you'll find that by spamming FSC whenever you can you'll run out of end very quickly. MS also offers average melee/aoe defense. Oh and it's dirt cheap.
I only 3 slotted the defense toggles with LotG, as opposed to your 4 slotting, however I understand that the accuracy bonus is very important to some folks.
I slotted True Grit with the entire Numina's set for the ranged bonus, then 3 slotted health with Miracle. YMMV. I also don't find the Regen Tissue unique worth a slot, but that's personal choice as well. 250% regen vs 275ish% regen is basically a wash in my eyes.
I don't have Mids' with me right now so I don't know what bonus you're chasing by slotting Steadfast in Tough, but I personally think you're overslotting it. I went with the Steadfast unique and 3 Aegis pieces personally.
And I know you saw my previous post, so you know how I feel about Hasten. Play what works for you though, personally I find it refreshing not having to worry about keeping hasten up, and moreso not worrying about end shortages. I have the Miracle +recov and Numinas, the full Performance Shifter set in Stamina, and the equivalent of 2 end SOs in each attack I believe, and I still run low on end from time to time whether it's farming the Cimerora wall or unloading on an AV. This is why I'd also advise you to free slots up to throw more recharge into CP so it's up as much as possible.
I may be missing more things but my post is growing too big for me to keep track, so hopefully I've helped. If you want me to post my build just let me know, as it achieves basically the same key set bonuses that your posted build does.
@Rakin
"You know Joe, When Matt and his brother Mark Hughes were growing up they would pound each other behind the barn." - Mike Goldberg
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I slotted FSC with Multistrike instead of Obliteration for endurance's sake. The full MS set nearly cuts the end cost in half, whereas the Oblit set barely cuts down on it. Since that build has hasten, you'll find that by spamming FSC whenever you can you'll run out of end very quickly. MS also offers average melee/aoe defense. Oh and it's dirt cheap.
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If you go this route, you lose some very nice damage, accuracy and recharge bonuses as well as dropping Melee defense below 45%.
While I agree that 15.6 end per activation is unsustainable in a power with 6.3 seconds recharge time, the stated goal was an AV hunter, not an AoE farmer which leads me to believe that FSC would be used infrequently enough that the high End cost may not matter.
If he does swap the Obliterates for Multi-Strikes, then slotting an Enzyme into the second slot of Combat Jumping should at least bring the Melee Defense back to 45%.
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I slotted FSC with Multistrike instead of Obliteration for endurance's sake. The full MS set nearly cuts the end cost in half, whereas the Oblit set barely cuts down on it. Since that build has hasten, you'll find that by spamming FSC whenever you can you'll run out of end very quickly. MS also offers average melee/aoe defense. Oh and it's dirt cheap.
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If you go this route, you lose some very nice damage, accuracy and recharge bonuses as well as dropping Melee defense below 45%.
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That's on a per-build basis, as mine stays above 45% for melee. You may have misunderstood me though, because I only put MS into FSC, not Shield Charge (I have Obliteration in it). Obliteration in Shield Charge makes more sense to me due to its inherent weakness being recharge time, not endurance cost. Obliteration nearly redzones the recharge, and for a power that's up every 35 seconds or so I'm not worried about its end cost (which is less than FSC's to begin with).
And yes, this is for an AV hunting build, however the beauty of Fire/Shield is that it can be both a great AV soloer AND a great farmer/AoE toon within the same build.
@Rakin
"You know Joe, When Matt and his brother Mark Hughes were growing up they would pound each other behind the barn." - Mike Goldberg
Thanks for the advice y'all. I'll see if I can rework a few things.
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A few things... Fire Sword > Scorch for DPS (according to some quick math in a recent thread I believe; I personally just prefer the sword to the hand).
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I chose Scorch simply because I think Fire Sword looks like a pirate's sword, lol.
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I slotted FSC with Multistrike instead of Obliteration for endurance's sake. The full MS set nearly cuts the end cost in half, whereas the Oblit set barely cuts down on it. Since that build has hasten, you'll find that by spamming FSC whenever you can you'll run out of end very quickly. MS also offers average melee/aoe defense. Oh and it's dirt cheap.
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I did look at MS for that very reason but in the end decided to go with Obliteration because of the rech. I figure if I'm farming some, I'll probably be on a team with at least one buffer.
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I only 3 slotted the defense toggles with LotG, as opposed to your 4 slotting, however I understand that the accuracy bonus is very important to some folks.
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I 4 slotted my toggles for the EndDrain which is currently reading 0.89/s. However, I'll see if I can remove a couple slots and throw them into CP.
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I slotted True Grit with the entire Numina's set for the ranged bonus, then 3 slotted health with Miracle. YMMV. I also don't find the Regen Tissue unique worth a slot, but that's personal choice as well. 250% regen vs 275ish% regen is basically a wash in my eyes.
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It's at 301% vs 260% which is about 3.5hp/s difference. Think I could get by without it?
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I don't have Mids' with me right now so I don't know what bonus you're chasing by slotting Steadfast in Tough, but I personally think you're overslotting it. I went with the Steadfast unique and 3 Aegis pieces personally.
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3 Slotted Steadfast for the recovery and HP bonuses.
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And I know you saw my previous post, so you know how I feel about Hasten. Play what works for you though, personally I find it refreshing not having to worry about keeping hasten up, and moreso not worrying about end shortages. I have the Miracle +recov and Numinas, the full Performance Shifter set in Stamina, and the equivalent of 2 end SOs in each attack I believe, and I still run low on end from time to time whether it's farming the Cimerora wall or unloading on an AV. This is why I'd also advise you to free slots up to throw more recharge into CP so it's up as much as possible.
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CP is iffy for me. Lately I've just brought a lot of CaBs with my Shield/Fire Tank and have had no issues using a couple here and there. This also ties in with FSC.
As for Hasten, I definitely know what you mean. It's just that I've been getting that power on all my toons since I4. Not sure why I'm such a creature of habit, but I can't give it up, lol.
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If you want me to post my build just let me know, as it achieves basically the same key set bonuses that your posted build does.
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Please do!
I've been playing along side Rakin & I must say, his build is pretty badass. a little expensive for me taste, but pretty good none the less lol. I put used Oblit in my FSC as well for the exact reason someone stated earlier. If im going to be spamming it alot, im usually going to be on a team with a Kin or someone to help manage end. But on the Cim wall, By the time i've gathered the mob close together, Build Up & Shield Charge are back up, so that kinda helps there. I haven't gotten the Miracle yet, or the 3 LotG so the build is still end heavy, solo'd a Pylon last night & ran dry near the end.
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: Medicine
Power Pool: Fighting
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), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9)
Level 2: Cremate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(13)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(15)
Level 6: True Grit -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(23), S'fstPrt-ResDam/Def+(48)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(17), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(19), GSFC-ToHit/EndRdx(21), GSFC-Build%(21)
Level 10: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23)
Level 12: Hurdle -- Empty(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(39)
Level 16: Health -- Mrcl-Rcvry+(A)
Level 18: Against All Odds -- EndRdx-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(25), P'Shift-EndMod/Acc(25), P'Shift-EndMod/Rchg(27), P'Shift-EndMod/Acc/Rchg(27), P'Shift-Acc/Rchg(29)
Level 22: Active Defense -- RechRdx-I(A)
Level 24: Aid Other -- Empty(A)
Level 26: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(31), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(37)
Level 28: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(29), Stpfy-Acc/EndRdx(39), Stpfy-Stun/Rng(39), Stpfy-KB%(40)
Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(34), Aegis-ResDam(37), Aegis-ResDam/Rchg(43), Aegis-EndRdx/Rchg(43)
Level 32: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(33), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(34), Mako-Acc/EndRdx/Rchg(40)
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(46)
Level 38: Weave -- RedFtn-Def/Rchg(A), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def/EndRdx(42), RedFtn-Def(42), RedFtn-EndRdx(43)
Level 41: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(50), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 44: Aid Self -- Numna-Heal/Rchg(A), Dct'dW-Heal/EndRdx(45), Mrcl-Heal/Rchg(45), IntRdx-I(45), IntRdx-I(46), Mrcl-Heal/EndRdx(46)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Phalanx Fighting -- LkGmblr-Rchg+(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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The Only Token Black Guy
Here's my build, and what you said about Hasten being habitual for years definitely rings true for me too. Not having to worry about it on this toon, or the golden hands is refreshing however haha. You could replace Obilt, MS, or Crushing Impact with purples if you want more recharge, but I don't plan on wasting the money.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Rakin Complete: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(7)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9)
Level 2: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Dam%(13)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15), LkGmblr-Def(15)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(17), GSFC-ToHit/Rchg/EndRdx(17), GSFC-Rchg/EndRdx(19), GSFC-ToHit/EndRdx(19), GSFC-Build%(50)
Level 8: True Grit -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(21), Numna-EndRdx/Rchg(21), Numna-Heal/EndRdx(23), Numna-Heal(23), Numna-Regen/Rcvry+(50)
Level 10: Swift -- Run-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(25), Zephyr-Travel/EndRdx(27), Zephyr-ResKB(27), Ksmt-ToHit+(42)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(29)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(25), Mrcl-Heal/EndRdx(50)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(31), P'Shift-Acc/Rchg(31), P'Shift-EndMod/Acc(33), P'Shift-End%(33)
Level 22: Fire Sword Circle -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(33), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/Rchg(34), M'Strk-Dmg/EndRdx/Rchg(36)
Level 24: Boxing -- Acc-I(A)
Level 26: Incinerate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(36), T'Death-Dmg/Rchg(36), T'Death-Acc/Dmg/EndRdx(37), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(37)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/EndRdx/Rchg(39), Aegis-EndRdx/Rchg(39)
Level 30: Active Defense -- HO:Membr(A)
Level 32: Greater Fire Sword -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(40), C'ngImp-Dmg/EndRdx(40), C'ngImp-Acc/Dmg(40), C'ngImp-Acc/Dmg/Rchg(42)
Level 35: Shield Charge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(42), Oblit-Dmg(43), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-EndRdx/Rchg(45)
Level 41: Stimulant -- EndRdx-I(A)
Level 44: Aid Self -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(46), Dct'dW-EndRdx/Rchg(46), Dct'dW-Heal/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(48)
Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Phalanx Fighting -- LkGmblr-Rchg+(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">[*]16% DamageBuff(Smashing)[*]16% DamageBuff(Lethal)[*]16% DamageBuff(Fire)[*]16% DamageBuff(Cold)[*]16% DamageBuff(Energy)[*]16% DamageBuff(Negative)[*]16% DamageBuff(Toxic)[*]16% DamageBuff(Psionic)[*]10.8% Defense(Smashing)[*]10.8% Defense(Lethal)[*]13% Defense(Fire)[*]13% Defense(Cold)[*]11.1% Defense(Energy)[*]11.1% Defense(Negative)[*]3% Defense(Psionic)[*]18.6% Defense(Melee)[*]19.3% Defense(Ranged)[*]18.3% Defense(AoE)[*]10% Enhancement(Heal)[*]52.5% Enhancement(RechargeTime)[*]16% Enhancement(Accuracy)[*]10% FlySpeed[*]220.9 HP (16.5%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 12.1%[*]MezResist(Immobilize) 11%[*]MezResist(Sleep) 1.65%[*]MezResist(Stun) 3.85%[*]MezResist(Terrorized) 2.2%[*]7.5% (0.13 End/sec) Recovery[*]42% (2.35 HP/sec) Regeneration[*]2.21% Resistance(Fire)[*]2.21% Resistance(Cold)[*]15% RunSpeed[/list]
@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 ]
Shield and WP are kind of the polar opposites in secondaries. One excels in adding damage when you are surrounded while the other excels in keeping you alive in the same circumstances.
[/ QUOTE ]
Well outside of AV solo I would think both would excels at keeping you alive with the same circumstances. With Shields The more foes around you the more damage you do so you kill them fast which will help you stay alive.