Av Soloing Easy mode?


BrokenPrey

 

Posted

So with issue 16 coming I'm madly PLing random toons since it'll be much harder when new SK comes. That said I want a scrapper to solo AVs. Yes I have money but I'd prefer this be cheap because I don't like to spend my money.

I'm thinking something /SR

Looking at Fire/ right now.

What do I need to know in order to get a good AV soloing build?

Thanks in advance,
CC


 

Posted

With Fire/SR

Soft capped defense to Melee, Range, and AoE.
A self heal helps but is not needed.
A good attack chain. I would run Incinerate/Scorch/Cremate/Scorch because it is cheap.
Need to be able to keep that attack chain going so CP is always good.
Need some tohit for the higher Defense AVs. So put the Kismet Accuracy in there.
If you don't get Aid Self you will want good regen.
And Hit points around 1700 will be good, easy to get with the Accolades.


"All right, they're on our left, they're on our right, they're in front of us, they're behind us...they can't get away this time"- Chesty Puller US Marine Corps

 

Posted

Yes, go with Fire/Super Reflexes, and listen to everything Broken Prey said.

Adding to it, I'd definitely take Aid Self if you're planning to do it without inspirations. You'll be able to do some without it or inspirations if you crank up your regeneration a lot, but you'll get more AVs with Aid Self. Sustainable endurance may be the biggest hurdle if you don't use inspirations, and assuming you don't want to blow your whole budget on the Numina and Miracle uniques. Not sure what Performance Shifter procs are going for these days, but you'll want one of those if it's in budget range. Grab the endurance accolades.


"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

 

Posted

ummm what new SK?
whats happening to SK?


Feel The Burn

 

Posted

Quote:
Originally Posted by TerraScorcher View Post
ummm what new SK?
whats happening to SK?
Positron post

Quote:
I am pleased to tell you that in Issue 16: Power Spectrum we have two new features that are made to better facilitate the game experience by streamlining many processes that players spend time setting up.

The first of these is the new difficulty settings. A lot of in-game Broadcasts are powerful characters looking for “pads” so they can artificially increase their team-size to provide more of a challenge for greater rewards. With the new difficulty settings, these players can set their team size without having to bother other players with their Broadcasts. If they want to be treated as a team of 8, even when solo, they can.

The second feature is what we have come to call “Super-Sidekicking” but actually applies to all types of Sidekicking: Exemplaring, Lackeying, and Malefactoring as well. With this system, everyone in the team will find themselves automatically level adjusted to the level of the owner of the Mission that is currently selected. If there is no mission that is currently active, then the level is set to the leader of the Team.

If you are below the level you are getting set to, you are automatically sidekicked up to one level below the owner’s level, just as if you had sidekicked to them. If you are above the level, then you will be lowered to the level of the owner, just as if you exemplared down.

The players don’t need to do anything for this to happen, it all happens automatically. This means that no matter what level ranges you have in your group, you can ALWAYS play together and you can ALWAYS get XP. Yes, we are even changing the way exemplaring works so that you get XP while you are fighting at a lower level. There will be an option of having the “old way” of exemplaring, and earning extra Inf. instead, for those players who want to earn some more Inf. instead of levels.

Gone are the days of having to play “Mentor Tetris” (as we’ve come to call it) to make sure everyone in the team is SK’ed/EX’ed to the right person so that everyone is receiving XP, or having to tell your friend that they can’t join your team because you don’t have enough people to make sure everyone is SK’ed and earning rewards.

One of the other advantages to this system is that the level adjustments take place no matter where you are in the game. No more “My sidekick is out of range” messages. If you are about to undergo a large level shift, you will have a dialog box pop-up giving you warning and the ability to leave the team (handy if you are in combat at the time and don’t want to suddenly be fighting at a lower level). The range of levels that this dialog pops up is adjustable in the Options screen.

Now we are aware of a couple things that this system doesn’t do so well, and we are attempting to address most of them in the coming weeks. The first of this is the fact that you lose access to powers, especially the most-recently earned ones, when you Exemplar down. We are looking into some sort of fix for this.

Next is the fact that sometimes you just want to un-exemplar and kick some butt, especially when things look bad for the team. If you leave the team you will automatically start fighting at your superior level. This will enable you to save your team’s bacon at the cost of eating up any of the rewards they might have earned for those guys you defeat.

Badge hunters in the closed beta have pointed out that some badges are simply favorable to get once you outlevel the content where they are given. Since Super-Sidekicking makes manipulating the levels more difficult, we’re going to re-examine the requirements on some badges, and lower them where appropriate. Mentor badge credit is still given whenever you are the Mission Owner, and someone is auto-sidekicked to you.

Now one thing that is getting removed by this new system that is not going to be fixed is the ability to “bridge”. Bridging is the practice of sidekicking a low level character to JUST the right level to cap their XP earning on each entity defeated by the group. This was a side effect of how the Sidekicking system worked. While we have made adjustments to the Sidekicking system many times over the course of the life of the game to combat this, Super-Sidekicking eliminates bridging completely, since all rewards will be in parity.

Before we went and removed this playstyle completely from City of Heroes we wanted to make sure we were doing the right thing. We did extensive datamines to see how many accounts were actually participating in a “bridge” team, and were surprised to see just how low of a percentage it actually was. This may be a case where it is possible that the “advertising” in /broadcasts for bridge teams actually made the practice seem more pervasive than it really was.

With the ability to bridge removed, we should see an end to those Broadcasts, in addition to /tells to characters who are in the right level range for being a bridge. To us cutting down on annoying spam only makes your game experience better. (Which reminds me, we’ve added new features to the in-game Email system to either shut it off entirely, or only receive emails from people on your friends list and/or people in your Supergroup. Another step in the battle against annoying in-game spam.)

With both the new difficulty levels and Super-Sidekicking, players can use the difficulty slider to increase the level of the entities in the mission so that they can earn more rewards. But this, at least, comes with the risk inherent with fighting higher level entities and larger spawns. As for low level characters missing out on accelerated leveling speeds, we are increasing the rewards they earn from level 1 to 20 (about 20% across the board) so that every player can get through the lower levels faster, not just those that know “the tricks”.

(These changes are currently being tested in the Closed Beta for Issue 16, and may be changed/modified by the time they reach the Live servers)


"All right, they're on our left, they're on our right, they're in front of us, they're behind us...they can't get away this time"- Chesty Puller US Marine Corps

 

Posted

Quote:
Originally Posted by TerraScorcher View Post
ummm what new SK?
whats happening to SK?
Condensed version...

With Issue 16 all members of a group are auto-side kicked to one level below the group leader (or exemplared down to his level if they are higher than he is.)

Thus no more groups where the character being PL'd is 5 levels below the leader and raking in tons of extra XP per kill.


 

Posted

Quote:
Originally Posted by Speed_Force View Post
Condensed version...

With Issue 16 all members of a group are auto-side kicked to one level below the group leader (or exemplared down to his level if they are higher than he is.)

Thus no more groups where the character being PL'd is 5 levels below the leader and raking in tons of extra XP per kill.
Exactly


 

Posted

Here is a relatively cheap build, no purples or pvp ios

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Fire Jerk: Level 50 Natural Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Medicine

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: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(11), RedFtn-EndRdx(11)
Level 2: Cremate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15)
Level 4: Focused Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(17), LkGmblr-Def(17), LkGmblr-Rchg+(19)
Level 6: Swift -- Run-I(A)
Level 8: Agile -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(19), S'dpty-Def/EndRdx/Rchg(21), S'dpty-Def(21)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(27)
Level 16: Dodge -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(27), LkGmblr-Rchg+(29)
Level 18: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(31), Numna-Heal(31), Numna-Regen/Rcvry+(43)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(33), P'Shift-Acc/Rchg(45), P'Shift-EndMod/Acc(50), P'Shift-End%(50)
Level 22: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 24: Quickness -- Run-I(A)
Level 26: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(46)
Level 28: Lucky -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(29), LkGmblr-Def(37), LkGmblr-Rchg+(37)
Level 30: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(39), AdjTgt-ToHit/EndRdx(39), AdjTgt-Rchg(40)
Level 32: Greater Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg(42), RechRdx-I(48)
Level 35: Evasion -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Def(42), LkGmblr-Rchg+(43)
Level 38: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(45), Stpfy-Acc/EndRdx(46), Stpfy-Stun/Rng(46), Stpfy-Acc/Stun/Rchg(50)
Level 41: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(43)
Level 44: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(45), S'dpty-Def/EndRdx(48), S'dpty-Def(48)
Level 47: Aid Other -- RechRdx-I(A)
Level 49: Aid Self -- Dct'dW-Heal/Rchg(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Quote:
Originally Posted by Speed_Force View Post
Condensed version...

With Issue 16 all members of a group are auto-side kicked to one level below the group leader (or exemplared down to his level if they are higher than he is.)

Thus no more groups where the character being PL'd is 5 levels below the leader and raking in tons of extra XP per kill.
Of course, you can still fight +5 enemies and get the experience that you got before. It's just that the highest-level players on the team will be fighting +4 enemies instead of steamrollling even-cons.

As others have said, this won't stop PLing: the devs are also adding features that will actually help farmers and PLers (the ability to select your team size and apparently some new difficulty options that haven't been announced yet). It'll just make it a lot more interesting.


 

Posted

Quote:
Originally Posted by Rodion View Post
Of course, you can still fight +5 enemies and get the experience that you got before. It's just that the highest-level players on the team will be fighting +4 enemies instead of steamrollling even-cons.

As others have said, this won't stop PLing: the devs are also adding features that will actually help farmers and PLers (the ability to select your team size and apparently some new difficulty options that haven't been announced yet). It'll just make it a lot more interesting.
Overall this patch will be a

+1 for Farmers

-1 for Power Levelers

Yes, people could still attempt to PL in the manner you describe but the speed in which someone can go through +4 mobs is so much slower than an even con that it will be a massive downgrade in the amount of XP/minute that the lower level character is getting.

My bet would be that the new "sweet spot" will be to fight enemies set two levels higher than the main character and thus three levels above the side kicked one.


 

Posted

Quote:
Originally Posted by Speed_Force
Condensed version...

With Issue 16 all members of a group are auto-side kicked to one level below the group leader (or exemplared down to his level if they are higher than he is.)

Thus no more groups where the character being PL'd is 5 levels below the leader and raking in tons of extra XP per kill.
Quote:
Originally Posted by Chaos_Creator
Exactly
Not exactly. They will be the same level, no more -1.

Quote:
Originally Posted by Positron
With this system, everyone in the team will find themselves automatically level adjusted to the level of the owner of the Mission that is currently selected.


 

Posted

Quote:
Originally Posted by FitzSimmons View Post
Not exactly. They will be the same level, no more -1.
No, lower-level heroes will still be -1 to the mission owner. From Posi's post:

"If you are below the level you are getting set to, you are automatically sidekicked up to one level below the owner’s level, just as if you had sidekicked to them. If you are above the level, then you will be lowered to the level of the owner, just as if you exemplared down."


 

Posted

Sorry for the Thread Jack Chaos,
we now return you to your regularly scheduled thread regarding Fire/SR builds


Feel The Burn

 

Posted

Back to the OP's question...

While SR is very easy to get a character to the softcap with and has a nice global recharge buff the lack of any sort of Heal in the set is a weakness.

If you don't mind using inspirations to solo A/Vs then a tray full of greens will more than compensate for that.

If however you are trying for the "No Inspiration" A/V kills then I agree with the others above that either a lot of regeneration or taking the Medicine pool is required.

Personally I don't like Aid self for a Solo character because you need to take two powers from the pool in order to get it and it has a really long activation time. However since you specified "Cheap" then it would be the easiest way to go.


 

Posted

Quote:
Originally Posted by Santorican View Post
Here is a relatively cheap build, no purples or pvp ios
I wouldn't call that build "cheap".

Even though it may not have purple or PvP IOs it still has 5 LotG +Recharge IOs , the Regenerative Tissue, Miracle and Numina Uniques and a BotZ - Knockback.

Those nine IOs alone will set the OP back about 900 million influence.

That along with all the rest of the IOs needed puts the final total over a Billion Influence or you can run TFs and Arc and buy them with Merits.


Here is a bit more budget friendly version of that build.


Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Fire Jerk: Level 50 Natural Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Medicine

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: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(9), RedFtn-Def/EndRdx/Rchg(9), RedFtn-Def(11), RedFtn-EndRdx(11)
Level 2: Cremate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15)
Level 4: Focused Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(17), LkGmblr-Def(17)
Level 6: Swift -- Run-I(A)
Level 8: Agile -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(19), S'dpty-Def/EndRdx/Rchg(21), S'dpty-Def(21)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(31)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(27)
Level 16: Dodge -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(27)
Level 18: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(19), Numna-Heal/EndRdx(31)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(33), P'Shift-Acc/Rchg(45), P'Shift-EndMod/Acc(50), P'Shift-EndMod(50)
Level 22: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 24: Quickness -- Run-I(A)
Level 26: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(46)
Level 28: Lucky -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(29), LkGmblr-Def(29), Ksmt-ToHit+(37), Ksmt-Def/EndRdx(37)
Level 30: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(39), AdjTgt-ToHit/EndRdx(39), AdjTgt-Rchg(40)
Level 32: Greater Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg(42), RechRdx-I(48)
Level 35: Evasion -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Def(42)
Level 38: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(45), Stpfy-Acc/EndRdx(46), Stpfy-Stun/Rng(46), Stpfy-Acc/Stun/Rchg(50)
Level 41: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(43), ImpArm-ResDam(43), ImpArm-ResDam/EndRdx(43)
Level 44: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), S'dpty-Def/EndRdx(48), S'dpty-Def(48)
Level 47: Aid Other -- RechRdx-I(A)
Level 49: Aid Self -- Dct'dW-Heal/Rchg(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit

All in all about 300-350 million.

I did leave the BotZ KB IO (70 million inf) in because of the set bonus and another 100+ million is tied up in the Numina Unique, the one "luxury" IO I put into it.

If you can live with roughly 42% AoE Defense, then the build is perfectly runable without them and it should cost between 125-200 million to build (depending on how patient you are.)

The BotZ and Numina IOs can be the last things added once it has matured and earned a bit more Influence.


 

Posted

Quote:
Originally Posted by Speed_Force View Post
I wouldn't call that build "cheap".

Even though it may not have purple or PvP IOs it still has 5 LotG +Recharge IOs , the Regenerative Tissue, Miracle and Nuemina Uniques and a BotZ - Knockback.

Those nine IOs alone will set the OP back about 900 million influence.

That along with all the rest of the IOs needed puts the final total over a Billion Influence.
I'm with you when I think of a Cheap build it would look something more like this. It has mostly cheap IO and very few rare IO in the build. It can run the Attack chain of Incinerate/Scorch/Cremate/Scorch. Now I didn't look at the number so I don't know how long you can run the chian, so you might need to get the +recovery IOs in there. This build is not the best there is a lot of stuff I would like to do different but it is cheap and should be able to solo an AV.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Scorch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(15)
Level 1: Focused Fighting -- RedFtn-EndRdx(A), RedFtn-Def/EndRdx(5), RedFtn-Def(13), RedFtn-Def/Rchg(17), RedFtn-Def/EndRdx/Rchg(40)
Level 2: Cremate -- Mako-Acc/EndRdx/Rchg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/Rchg(15)
Level 4: Focused Senses -- RedFtn-EndRdx(A), RedFtn-Def(5), RedFtn-Def/EndRdx(13), RedFtn-Def/Rchg(17), Ksmt-ToHit+(34), RedFtn-Def/EndRdx/Rchg(43)
Level 6: Combat Jumping -- DefBuff-I(A), Jump-I(46)
Level 8: Hurdle -- Jump-I(A)
Level 10: Practiced Brawler -- RechRdx-I(A), EndRdx-I(43)
Level 12: Agile -- DefBuff-I(A), DefBuff-I(23), DefBuff-I(39)
Level 14: Super Jump -- Jump-I(A), Jump-I(37)
Level 16: Health -- Heal-I(A), Heal-I(34), Heal-I(37)
Level 18: Fire Sword Circle -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(19), M'Strk-Dmg/Rchg(19), M'Strk-Acc/EndRdx(21), M'Strk-Acc/Dmg/EndRdx(25), M'Strk-Dmg/EndRdx/Rchg(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(25)
Level 22: Dodge -- DefBuff-I(A), DefBuff-I(23), DefBuff-I(40)
Level 24: Quickness -- Run-I(A)
Level 26: Incinerate -- Mako-Acc/EndRdx/Rchg(A), C'ngImp-Dmg/Rchg(27), T'Death-Dmg/Rchg(27), Mako-Dmg/Rchg(29), C'ngImp-Dmg/EndRdx(34), C'ngImp-Acc/Dmg/Rchg(36)
Level 28: Lucky -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(39)
Level 30: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(31), GSFC-ToHit(31), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(33)
Level 32: Aid Other -- Empty(A)
Level 35: Evasion -- RedFtn-EndRdx(A), RedFtn-Def(36), RedFtn-Def/EndRdx(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def/Rchg(40)
Level 38: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(46), Stpfy-Stun/Rng(48), Stpfy-Acc/Stun/Rchg(50)
Level 41: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(42), TtmC'tng-ResDam/EndRdx(42), TtmC'tng-ResDam(42), TtmC'tng-ResDam/EndRdx/Rchg(43)
Level 44: Weave -- RedFtn-Def/EndRdx(A), RedFtn-EndRdx(45), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46)
Level 47: Aid Self -- IntRdx-I(A), Heal-I(48), RechRdx-I(48)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit

Code:
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"All right, they're on our left, they're on our right, they're in front of us, they're behind us...they can't get away this time"- Chesty Puller US Marine Corps

 

Posted

Quote:
Originally Posted by BrokenPrey View Post
I'm with you when I think of a Cheap build it would look something more like this. It has mostly cheap IO and very few rare IO in the build. It can run the Attack chain of Incinerate/Scorch/Cremate/Scorch. Now I didn't look at the number so I don't know how long you can run the chian, so you might need to get the +recovery IOs in there. This build is not the best there is a lot of stuff I would like to do different but it is cheap and should be able to solo an AV.
Yep, that is a cheap build...




Should run about 85-125 million to build it depending on the patience of the person playing.


 

Posted

The only issue I have on my Fire/SR is that AVs and other mobs tend to run. I've toyed with taking the EPP that has web 'nade it in just to keep 'em standing there. This is a bigger problem (it seems) in AE mish, but I've seen it on regular TFs too.

In PM, Castle told me it's a combination of the dot effect of fire and the na-na-can't-hit-me effect of SR basically triggering the AI's "grief" tag.


"Sometimes you have to roll the Hard Six." -- Adama
Teabagging Ms. Liberty - http://kk-comics.com/allmmproject/rsf21.jpg

 

Posted

Quote:
Originally Posted by Infiniti View Post
The only issue I have on my Fire/SR is that AVs and other mobs tend to run. I've toyed with taking the EPP that has web 'nade it in just to keep 'em standing there. This is a bigger problem (it seems) in AE mish, but I've seen it on regular TFs too.

In PM, Castle told me it's a combination of the dot effect of fire and the na-na-can't-hit-me effect of SR basically triggering the AI's "grief" tag.

If the new APP Blaze set is a copy of Tanker's Fire APP, Ring of Fire might be worth getting. Double stacked (depends on slotting) and it would easily lock 'em in place.


 

Posted

It just occurred to me I should probably thank everyone for their input/builds/etc. So thanks.