Hunting GMs - Solo (Share your builds and ideas)


ClawsandEffect

 

Posted

Hey eveyone,

I have been working on a project, a Rad/Sonic, designed to solo GMs (and AVs). I see this as a logical end point for CoH (CoV), a hero who can take on the games biggest and baddest challenges. What I am looking for here is some help working out the fine details of my build. I know there are many of you who are much better and working out the synergies of a build and eeking out the nth degree of ability. It is my hope that we can share our thoughts on designing a bjuild for this type of gaming and that others who follow can benefit from my (and your) trials and mistakes.

I have several builds (Tank, scrapper and Controller) who have had vaious levels of success soloing AVs but none that can solo GMs so far. Hopefully what follows can be a good conversation about what it takes to make one of the heros. I sometimes wonder if just moving one or two slots can't make or break a well designed toon.

In the following post I will share my Rad/Sonic build and then over time post my other builds so that maybe we can all learn from my mistakes and hopefully your tips and bits of knowledge. Please share your builds here as well and a brief description of how successful it has been.

Thanks and happy hunting.


 

Posted

Below is Meta Radiant my Rad/Sonic Defender who is hopefully going to be a GM killer, uh arrester. (Can you really arrest a Giant Monster?)

As far as the build goes I will share a few ideas and design thoughts. She is clearly slotted for Ranged Defense and has as much AOE defense in the build as I could get w/o compromising the ranged defense and damage rate. I selected a Rad for the bebuffs (-to hit, -def and slow, and I selected the Sonic totally for the -Res. After reading some great threads in the Defender forums I settled on the Shriek, Scream, Shriek, Electric Fence attack chain to maximize damage and -res for a single target.

Being a single target build I had what I considered to be a few throw away powers. I took powers which I thought best supported the solo build through the IO Sets that could be slotted in those powers - EM Pulse with Lock Down which gives a good damage buff and good defense including a 3.75% Ranged Def, Chocking Cloud which I could 4 slot and get increased ranged def and .7.5% Global Recharge as well as a Recharge Slow proc, and Power Sink which I don't think I will need but I single slotted it and it can't hurt to have another end source. I also took a second travel power (gasp! I have NEVER taken two travel powers so it was a hard thing to do) for its good defense increase using Blessing of the Zephyer. I did put the Numina's +/+ proc into Radiant Aura which is the first time I have put it anywhere besides Health but by monitoring my Recharge Rate I can tell when it is time to pop a heal off. I also have my two damage procs slotted in Electric Fence instead of just the one Trap of the Hunter because I would have to give up 2.5% ranged def by slotting it into the preferred Shriek. After a discussion I judged Electricity Mastery to be the best fit as it gave very good damage resists and EFence to hold AV's at bay.

So there it is so far. Share you thoughts and feel free to pick on the little details.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Meta Ender: Level 50 Science Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Radiation Infection

  • (A) Achilles' Heel - Chance for Res Debuff
  • (3) HamiO:Enzyme Exposure
  • (5) Dark Watcher's Despair - To Hit Debuff
  • (9) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (11) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (13) Dark Watcher's Despair - To Hit Debuff/Endurance
Level 1: Shriek
  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Recharge
  • (7) Thunderstrike - Damage/Endurance
  • (9) Thunderstrike - Accuracy/Damage/Recharge
  • (13) Thunderstrike - Accuracy/Damage/Endurance
  • (15) Thunderstrike - Damage/Endurance/Recharge
Level 2: Radiant Aura
  • (A) Numina's Convalescence - Heal/Endurance
  • (5) Numina's Convalescence - Heal/Recharge
  • (11) Numina's Convalescence - Heal/Endurance/Recharge
  • (27) Numina's Convalescence - Endurance/Recharge
  • (48) Numina's Convalescence - Heal
  • (50) Numina's Convalescence - +Regeneration/+Recovery
Level 4: Scream
  • (A) Thunderstrike - Accuracy/Damage
  • (7) Thunderstrike - Damage/Endurance
  • (15) Thunderstrike - Damage/Recharge
  • (17) Thunderstrike - Accuracy/Damage/Recharge
  • (17) Thunderstrike - Accuracy/Damage/Endurance
  • (19) Thunderstrike - Damage/Endurance/Recharge
Level 6: Enervating Field
  • (A) Endurance Reduction IO
Level 8: Accelerate Metabolism
  • (A) Efficacy Adaptor - EndMod
  • (19) Efficacy Adaptor - EndMod/Recharge
  • (21) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (21) Efficacy Adaptor - Accuracy/Recharge
  • (23) Efficacy Adaptor - EndMod/Accuracy
  • (23) Efficacy Adaptor - EndMod/Endurance
Level 10: Hurdle
  • (A) Jumping IO
Level 12: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (25) Luck of the Gambler - Defense
Level 14: Super Jump
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (48) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Health
  • (A) Miracle - +Recovery
  • (45) Miracle - Heal
Level 18: Lingering Radiation
  • (A) Tempered Readiness - Accuracy/Slow
  • (27) Tempered Readiness - Damage/Slow
  • (29) Tempered Readiness - Accuracy/Endurance
  • (29) Tempered Readiness - Range/Slow
  • (31) Tempered Readiness - Endurance/Recharge/Slow
  • (31) Tempered Readiness - Accuracy/Damage/Slow
Level 20: Stamina
  • (A) Performance Shifter - EndMod
  • (31) Performance Shifter - EndMod/Accuracy
  • (33) Performance Shifter - EndMod/Recharge
  • (33) Performance Shifter - Chance for +End
  • (42) Performance Shifter - EndMod/Accuracy/Recharge
  • (42) Performance Shifter - Accuracy/Recharge
Level 22: Amplify
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (36) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 24: Boxing
  • (A) Empty
Level 26: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (36) Aegis - Resistance/Endurance
Level 28: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (36) Luck of the Gambler - Defense
  • (48) Luck of the Gambler - Recharge Speed
Level 30: Hasten
  • (A) Recharge Reduction IO
  • (37) Recharge Reduction IO
  • (50) Recharge Reduction IO
Level 32: EM Pulse
  • (A) Lockdown - Accuracy/Hold
  • (37) Lockdown - Accuracy/Recharge
  • (37) Lockdown - Recharge/Hold
  • (39) Lockdown - Endurance/Recharge/Hold
  • (39) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (39) Lockdown - Chance for +2 Mag Hold
Level 35: Choking Cloud
  • (A) Basilisk's Gaze - Chance for Recharge Slow
  • (40) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (40) Basilisk's Gaze - Accuracy/Hold
  • (40) Basilisk's Gaze - Recharge/Hold
Level 38: Acrobatics
  • (A) Endurance Reduction IO
Level 41: Electric Fence
  • (A) Thunderstrike - Accuracy/Damage
  • (42) Thunderstrike - Damage/Recharge
  • (43) Thunderstrike - Accuracy/Damage/Recharge
  • (43) Thunderstrike - Accuracy/Damage/Endurance
  • (43) Apocalypse - Chance of Damage(Negative)
  • (46) Trap of the Hunter - Chance of Damage(Lethal)
Level 44: Charged Armor
  • (A) Aegis - Resistance/Endurance
  • (45) Aegis - Resistance/Recharge
  • (45) Aegis - Resistance/Endurance/Recharge
  • (46) Aegis - Resistance
  • (46) Aegis - Psionic/Status Resistance
Level 47: Power Sink
  • (A) Efficacy Adaptor - EndMod
Level 49: Super Speed
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Vigilance
------------
Set Bonus Totals:
  • 10.5% DamageBuff(Smashing)
  • 10.5% DamageBuff(Lethal)
  • 10.5% DamageBuff(Fire)
  • 10.5% DamageBuff(Cold)
  • 10.5% DamageBuff(Energy)
  • 10.5% DamageBuff(Negative)
  • 10.5% DamageBuff(Toxic)
  • 10.5% DamageBuff(Psionic)
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 13.3% Defense(Fire)
  • 13.3% Defense(Cold)
  • 24.6% Defense(Energy)
  • 24.6% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Melee)
  • 31.1% Defense(Ranged)
  • 18.9% Defense(AoE)
  • 0.9% Max End
  • 1.5% Enhancement(JumpHeight)
  • 1.5% Enhancement(FlySpeed)
  • 21% Enhancement(Accuracy)
  • 2.5% Enhancement(Held)
  • 36.3% Enhancement(RechargeTime)
  • 6% Enhancement(Heal)
  • 1.5% Enhancement(JumpSpeed)
  • 1.5% Enhancement(RunSpeed)
  • 18% FlySpeed
  • 95.4 HP (9.38%) HitPoints
  • 18% JumpHeight
  • 18% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 5.5%
  • 21% (0.35 End/sec) Recovery
  • 42% (1.78 HP/sec) Regeneration
  • 3% Resistance(Psionic)
  • 23% RunSpeed
  • 2.5% XPDebtProtection



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Posted

Well here's my input just by eyeing the build

-RI is overslotted. With softcapped ranged defense you won't be using it much.
-Slot CJ with BotZ and a LotG +rech
-Lose the procs, including Achilles Heel and the damage procs from E-Fence. they're unreliable and don't provide as much DPS as you'd believe
-Charged Armor, Stamina and AM are also overslotted. I wouldn't worry too much about AoE defense since the AoE attacks are better overcome (IMO) with resistance coupled with -dam debuffs (from EF, which is boosted by your blasts)
-Power Sink is also underslotted.
-Lingering Radiation: lose the Tempered Gimpyness set, slot with 2 rech 1 acc lvl 50 IO's. This power needs as much recharge as possible, and then even more recharge via global bonuses

I guess that's it for now


 

Posted

Pull the procs out of electric fence and finish the Thunderstrike set in it.

Move one slot from Radiant Aura to Health and put the Numina's unique there instead. Unless of course you want to be required to use your heal, even if you don't need it, just to keep the proc active.

looks alright otherwise, let us know how it does.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

I actually approve of the Numina set/unique in Radiant Aura as a means of optimizing slots, with a minor drawback

Fighting GMs? you WILL need to use your heal.


 

Posted

Quote:
Originally Posted by Silverado View Post
I actually approve of the Numina set/unique in Radiant Aura as a means of optimizing slots, with a minor drawback

Fighting GMs? you WILL need to use your heal.
Agreed. This is what I did back when I had a rad/sonic for GM soloing. You will heal often enough that it is always on.


 

Posted

Hmmm some big changes making those mods to the build. I will take a look at your ideas and make some updates. Silverado what do you think of the overall power set? Any changes you would recommend?


 

Posted

Proc in efense is good for about an additional 5 dps in a shriek>scream>shriek>efence chain on a rad/son. Whether that is worthwhile is up to you.

Achiles in RI works out to be about 4% -res over time. That sort of gets swallowed up amongst all the other -res you produce, but whether it is worthwhile for you is up to you.

I definitley put the apoc set in shriek and the thunderstrike set in Efence if you had to choose between the two. That will give you an extra ~12 dps over what you have.

Personally I prefer to derive my survivability from everything except my core powers if it means any kind of reduction in their effectiveness. That means I prefer to fully maximize the damage capabilities of my attacks. For instance if you can squeeze out an additional 20dps without sacrificing any meaningful survivability the time it takes you to defeat hard targets will decrease significantly.


 

Posted

Quote:
Originally Posted by Frosticus View Post
I definitley put the apoc set in shriek and the thunderstrike set in Efence if you had to choose between the two. That will give you an extra ~12 dps over what you have.
That's a good suggestion, and I would slot the apoc set altogether in Scream (5 pieces, skipping the pure damage enhancement, use a Devastation quad in the 6th slot)

The recomended chain is Scream, Shriek, E-Fence. I've found that to kill faster than Shriek, Scream, Shriek, E-Fence (I haven't actually done the math, it's just anecdotal reference)


 

Posted

OK I made some changes. Reduced slots in RI - took out the Proc and the HO since I wanted the 5% recharge, I changed the Lingering Radiation set and added to recharge and an acc, removed slots from Stamina and Charged Armor, up slotted Power Sink all the way to get the recharge, up slotted CJ and added Zephyr. I didn't chage AM since I am not sure where I would move the slots and it gives me a damage bonus and +5% recharge. I could take two slots out of EMPulse and slot it with Basilisk which would drop my Ranged Def a bit to 42% but I could then put a slot back in RI and Stamina and get a combined 4.5% damage bonus.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Meta Ender: Level 50 Science Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Sonic Attack
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Radiation Infection -- DarkWD-Slow%(A), DarkWD-ToHitdeb/Rchg/EndRdx(3), DarkWD-ToHitDeb(5), DarkWD-ToHitDeb/EndRdx(13)
Level 1: Shriek -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(3), Thundr-Dmg/EndRdx(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(15)
Level 2: Radiant Aura -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(5), Numna-Heal(9), Numna-Heal/EndRdx/Rchg(11), Numna-Regen/Rcvry+(11), Numna-EndRdx/Rchg(27)
Level 4: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(19)
Level 6: Enervating Field -- EndRdx-I(A)
Level 8: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(19), Efficacy-EndMod/Acc/Rchg(21), Efficacy-Acc/Rchg(21), Efficacy-EndMod/Acc(23), Efficacy-EndMod/EndRdx(23)
Level 10: Hurdle -- Jump-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(25), Zephyr-Travel/EndRdx(45)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
Level 16: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(42)
Level 18: Lingering Radiation -- TmpRdns-Acc/Slow(A), Acc-I(27), RechRdx-I(29), TmpRdns-Rng/Slow(29), TmpRdns-EndRdx/Rchg/Slow(31), RechRdx-I(31)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(31), P'Shift-EndMod/Rchg(33), P'Shift-End%(33)
Level 22: Amplify -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(36)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam(46)
Level 28: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(36), LkGmblr-Rchg+(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(46)
Level 32: EM Pulse -- Lock-Acc/Hold(A), Lock-Acc/Rchg(37), Lock-Rchg/Hold(37), Lock-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(39), Lock-%Hold(39)
Level 35: Choking Cloud -- BasGaze-Slow%(A), BasGaze-Acc/EndRdx/Rchg/Hold(40), BasGaze-Acc/Hold(40), BasGaze-Rchg/Hold(40)
Level 38: Acrobatics -- EndRdx-I(A)
Level 41: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43), Thundr-Dmg/EndRdx(46)
Level 44: Charged Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(45), Aegis-ResDam/EndRdx/Rchg(45)
Level 47: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(48), Efficacy-EndMod/Acc/Rchg(48), Efficacy-Acc/Rchg(48), Efficacy-EndMod/Acc(50), Efficacy-EndMod/EndRdx(50)
Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
------------
Set Bonus Totals:

  • 10.5% DamageBuff(Smashing)
  • 10.5% DamageBuff(Lethal)
  • 10.5% DamageBuff(Fire)
  • 10.5% DamageBuff(Cold)
  • 10.5% DamageBuff(Energy)
  • 10.5% DamageBuff(Negative)
  • 10.5% DamageBuff(Toxic)
  • 10.5% DamageBuff(Psionic)
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 8.63% Defense(Fire)
  • 8.63% Defense(Cold)
  • 26.4% Defense(Energy)
  • 26.4% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Melee)
  • 34.9% Defense(Ranged)
  • 9.56% Defense(AoE)
  • 1.5% Enhancement(RunSpeed)
  • 1.5% Enhancement(JumpSpeed)
  • 1.5% Enhancement(JumpHeight)
  • 1.5% Enhancement(FlySpeed)
  • 2.5% Enhancement(Held)
  • 21% Enhancement(Accuracy)
  • 37.5% Enhancement(RechargeTime)
  • 6% Enhancement(Heal)
  • 22% FlySpeed
  • 106.8 HP (10.5%) HitPoints
  • 22% JumpHeight
  • 22% JumpSpeed
  • MezResist(Held) 5.5%
  • 22.5% (0.38 End/sec) Recovery
  • 42% (1.78 HP/sec) Regeneration
  • 32% RunSpeed



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Posted

Below is my Fire/Shield/Body Mastery Scrapper build. This toon was a bit of a disappointment until I repec'ed in Body Mastery and Physical Perfection. That is when this toon took off and so far she has solo'ed over a dozen AVs many w/o any insp. I don't get the sense she could solo a GM but I have, as of yet, to try.

Hope this build helps and any suggestions on how to improve it would be appreciated.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

: Level 50 Science 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

  • (A) Mako's Bite - Accuracy/Damage
  • (3) Mako's Bite - Damage/Endurance
  • (3) Mako's Bite - Damage/Recharge
  • (7) Mako's Bite - Accuracy/Endurance/Recharge
  • (7) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (9) Mako's Bite - Chance of Damage(Lethal)
Level 1: Deflection
  • (A) Luck of the Gambler - Defense/Endurance
  • (5) Luck of the Gambler - Defense
  • (5) Luck of the Gambler - Defense/Endurance/Recharge
  • (9) Aegis - Resistance/Endurance
  • (11) Aegis - Resistance
  • (11) Aegis - Resistance/Recharge
Level 2: Battle Agility
  • (A) Luck of the Gambler - Defense/Endurance
  • (13) Luck of the Gambler - Defense
  • (13) Luck of the Gambler - Recharge Speed
Level 4: True Grit
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (15) Aegis - Resistance/Endurance
  • (15) Aegis - Resistance
  • (17) Regenerative Tissue - +Regeneration
  • (17) Numina's Convalescence - Heal/Endurance
  • (19) Numina's Convalescence - Heal
Level 6: Combat Jumping
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (19) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (46) Luck of the Gambler - Recharge Speed
  • (48) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 8: Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (21) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (23) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (25) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 10: Active Defense
  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO
Level 12: Hurdle
  • (A) Jumping IO
Level 14: Super Jump
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (27) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (48) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Health
  • (A) Numina's Convalescence - Heal
  • (27) Numina's Convalescence - Heal/Recharge
Level 18: Fire Sword Circle
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (29) Scirocco's Dervish - Damage/Endurance
  • (31) Scirocco's Dervish - Damage/Recharge
  • (31) Scirocco's Dervish - Accuracy/Recharge
  • (31) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (33) Recharge Reduction IO
Level 20: Stamina
  • (A) Performance Shifter - EndMod
  • (33) Performance Shifter - Chance for +End
  • (33) Performance Shifter - EndMod/Recharge
  • (34) Performance Shifter - EndMod/Accuracy
Level 22: Against All Odds
  • (A) Endurance Reduction IO
Level 24: Kick
  • (A) Force Feedback - Chance for +Recharge
Level 26: Incinerate
  • (A) Touch of Death - Accuracy/Damage
  • (34) Touch of Death - Damage/Endurance
  • (34) Touch of Death - Damage/Recharge
  • (36) Touch of Death - Accuracy/Damage/Endurance
  • (36) Touch of Death - Damage/Endurance/Recharge
  • (36) Touch of Death - Chance of Damage(Negative)
Level 28: Tough
  • (A) Titanium Coating - Resistance/Endurance
  • (29) Titanium Coating - Resistance/Recharge
  • (37) Titanium Coating - Endurance/Recharge
  • (46) Titanium Coating - Resistance/Endurance/Recharge
  • (50) Titanium Coating - Resistance
  • (50) Titanium Coating - Endurance
Level 30: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (37) Luck of the Gambler - Defense
  • (43) Luck of the Gambler - Recharge Speed
Level 32: Greater Fire Sword
  • (A) Mako's Bite - Accuracy/Damage
  • (37) Mako's Bite - Damage/Endurance
  • (39) Mako's Bite - Damage/Recharge
  • (39) Mako's Bite - Accuracy/Endurance/Recharge
  • (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (40) Mako's Bite - Chance of Damage(Lethal)
Level 35: Shield Charge
  • (A) Obliteration - Damage
  • (40) Obliteration - Accuracy/Recharge
  • (40) Obliteration - Damage/Recharge
  • (42) Obliteration - Accuracy/Damage/Recharge
  • (42) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (42) Obliteration - Chance for Smashing Damage
Level 38: Hasten
  • (A) Recharge Reduction IO
  • (43) Recharge Reduction IO
Level 41: Focused Accuracy
  • (A) Rectified Reticle - Increased Perception
  • (43) Rectified Reticle - To Hit Buff
Level 44: Physical Perfection
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (45) Numina's Convalescence - Heal
  • (45) Miracle - +Recovery
  • (45) Efficacy Adaptor - EndMod
  • (46) Efficacy Adaptor - EndMod/Recharge
  • (48) Efficacy Adaptor - EndMod/Accuracy
Level 47: Laser Beam Eyes
  • (A) Achilles' Heel - Chance for Res Debuff
  • (50) Achilles' Heel - Defense Debuff/Recharge
Level 49: Phalanx Fighting
  • (A) Kismet - Accuracy +6%
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Critical Hit
------------
Set Bonus Totals:
  • 15.5% DamageBuff(Smashing)
  • 15.5% DamageBuff(Lethal)
  • 15.5% DamageBuff(Fire)
  • 15.5% DamageBuff(Cold)
  • 15.5% DamageBuff(Energy)
  • 15.5% DamageBuff(Negative)
  • 15.5% DamageBuff(Toxic)
  • 15.5% DamageBuff(Psionic)
  • 11.1% Defense(Smashing)
  • 11.1% Defense(Lethal)
  • 12.1% Defense(Fire)
  • 12.1% Defense(Cold)
  • 11.1% Defense(Energy)
  • 11.1% Defense(Negative)
  • 3% Defense(Psionic)
  • 16.4% Defense(Melee)
  • 19.3% Defense(Ranged)
  • 16.4% Defense(AoE)
  • 18% Enhancement(Accuracy)
  • 27.5% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 190.8 HP (14.2%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Held) 12.1%
  • MezResist(Immobilize) 9.35%
  • MezResist(Sleep) 2.2%
  • MezResist(Stun) 4.4%
  • 20% Perception
  • 6.5% (0.11 End/sec) Recovery
  • 76% (4.25 HP/sec) Regeneration
  • 3.13% Resistance(Negative)
  • 20% RunSpeed



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Posted

The defender looks like he might be ready for a test drive (Babbage and Adamastor are usually up in Boomtown/DA respectively)

The Scrapper also looks good too, but I'd personally opt for the Fire Sword, Cremate, Incinerate chain and I'd also try to fit medicine in there somewhere. You should do fine against most AVs, but sadly Scrappers aren't so hot vs GMs


 

Posted

the problem by puredamage ATs like scrappers, tanks, brutes or blasters (except sonic ones) is that you have to get more than 350 DPS for soloing a GM and best softcapped defense as well


Helge corr lvl 50 rad/cold
Helge2 corr lvl 50 ice/rad
Techbothelge MM lvl 50 robo/dark
Helge Mauz def lvl 50 emp/ele
illuhelge troller lvl 50 illu/rad
Wiederbelebter helge nk lvl 50 bs/reg
Maennerschreack nightwidow lvl 44
Quantenjaeger ws lvl 3

 

Posted

Quote:
Originally Posted by vernichterhelge View Post
the problem by puredamage ATs like scrappers, tanks, brutes or blasters (except sonic ones) is that you have to get more than 350 DPS for soloing a GM and best softcapped defense as well
and you have to have the recovery, to keep up that higher lvl of DPS for quite a awhile, having the DPS isnt enough if you cant sustain it for a long period of time.


"An army is a team. It lives, eats, sleeps, fights as a team. This individuality stuff is a bunch of BS." -General George Patton

-Lord Azazel

 

Posted

thats why my ill/rad gmhunter has hibernate to get some end back if its needed


Helge corr lvl 50 rad/cold
Helge2 corr lvl 50 ice/rad
Techbothelge MM lvl 50 robo/dark
Helge Mauz def lvl 50 emp/ele
illuhelge troller lvl 50 illu/rad
Wiederbelebter helge nk lvl 50 bs/reg
Maennerschreack nightwidow lvl 44
Quantenjaeger ws lvl 3

 

Posted

Quote:
Originally Posted by vernichterhelge View Post
the problem by puredamage ATs like scrappers, tanks, brutes or blasters (except sonic and /ment) is that you have to get more than 350 DPS for soloing a GM and best softcapped defense as well
Fixed


 

Posted

Does anyone have experience trying GMs with a kin/sonic?


 

Posted

Quote:
Originally Posted by Doc_Renaissance View Post
Does anyone have experience trying GMs with a kin/sonic?

I don't have personal experience, but from knowing how the sets work I'd say it's unlikely.

Being Kin/ means you have to spend a lot of time hopping in and out of melee range to get the most benefits of your powers, and it is difficult for a ranged character to get any kind of meaningful melee defense.

You'd have no problem with DPS and maintaining endurance to keep it going, but I would expect survivability issues with that combo. You'd have to softcap both melee and ranged to stand a realistic chance at it, which I have not seen anyone pull off with a ranged character that has no inherent defense powers to work with.

So, soloing GMs with a Kin/Sonic is unlikely, but duoing with a melee toon would be very easy, since your powers would complement each other perfectly. They would keep the attention off you, allowing you to use your offensive abilities to your full potential, and you would turbocharge their DPS and end recovery.

I've duoed GMs with my Rad/Sonic and a claws scrapper, I imagine a Kin would work just as well, and maybe pull it off faster.


On a side note, my Rad/Sonic fought Eochai to a standstill, my only problem was lack of endurance recovery, once I fix that I should be able to take him. ( I need a Miracle...literally)


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

OK I gave up on the 2.5% ranged def and slotted the Apoc Proc in Sheik. With a 33 percent chance to do 107. pts of damage that is a much better choice than a damage proc in Efence. I also added the Achille's Heel back into to RI. That should up my damage a bit. I am not sure I will go for the full Apoc set since it gives up an additional 1.25% ranged and, well, costs a lot. :P I gave up a bit of slow to get the Proc in RI. I think I probably gain more in damage than I lose in the regen reduction department.

I must admit I liked having 45.5% ranged def. What should be the target goal for a rad defender in ranged def?


 

Posted

UPDATE:

My final build has solo'ed Paladin, Babbage, Adamaster, Kraken, a Rikti Pylon, Infernal, Chimera, and Black Swan so far. So I think she was a success.

A few thoughts. I probably could get along w/o Acrobatics in most cases but it was pretty important vs Black Swan for keeping toggles up and I usually run it in missions where I won't be watching end every second. Even when I drop it I need to use End Sink to replenish. Efence is a joke vs GMs and totally useless for the most part but very useful vs AVs. Even with the 43% ranged def I do find myself wanting the extra 2 percent from time to time.


 

Posted

Quote:
Originally Posted by DarkInvado View Post
UPDATE:

My final build has solo'ed Paladin, Babbage, Adamaster, Kraken, a Rikti Pylon, Infernal, Chimera, and Black Swan so far. So I think she was a success.
GZ DarkInvado!


 

Posted

What’s the consensus on a sonic/mental blaster soloing a GM? Would the sonic attacks, the –regen from Drain Psyche and maybe the –dam res from Surveillance or Melt Armor be enough (along with capped ranged def)? I’ve done AV soloing with tanks and scrappers and AV soloing with Tanks, but looking to do something with a squishy and I haven’t leveled a blaster in a really long time.


 

Posted

Quote:
Originally Posted by Iceboxer View Post
What’s the consensus on a sonic/mental blaster soloing a GM? Would the sonic attacks, the –regen from Drain Psyche and maybe the –dam res from Surveillance or Melt Armor be enough (along with capped ranged def)? I’ve done AV soloing with tanks and scrappers and AV soloing with Tanks, but looking to do something with a squishy and I haven’t leveled a blaster in a really long time.
Let me ask this a different way...

I'm looking at playing up a new toon and I have 3 options...

Sonic/Mental Blaster
Sonic/Traps Corruptor
Traps/Sonic Corruptor

...at the same time, I'm using GM soloing as the end-goal for this toon. Given that goal, which, if any, of these combos are capable of doing it? Does one of them stand out as being the better option?


 

Posted

I wouldn't expect Drain Psyche's regen debuff to be as good as Lingering Radiation, and a sonic blaster doesn't get as much -Res in its attacks as a defender ot corrupter. If I recall correctly, it's only 7.5% or so, compared to 13% for Corrs and something ridiculous like 20% for defenders.

Mine has soloed EBs and some AVs by keeping away, using PFF when needed (no capped ranged defense), and making good use of the -recharge in Mental's attacks as well as the -res in the primary.

I think that a Traps/Sonic Defender would have enough debuffs, but not enough damage to hurt a GM.


 

Posted

Quote:
Originally Posted by JWatt View Post

I think that a Traps/Sonic Defender would have enough debuffs, but not enough damage to hurt a GM.
What? PGT shuts GM´s regen down completly so its survivability that is the issue while you grind down the hp.