Elec/Shield/Fire


filcher

 

Posted

Hi again all,

I have been searching the boards for a while now for an Elec/Shield/Fire build that I am happy with and although I have found several good ones something just isn't sitting right with me.

The main problem I think is that when I take Hasten on a character I really really like it to be perma, and I don't feel like I can get close enough to that goal without sacrificing either the defence caps, or good def debuff resistance.

The below build is an example of one that I can up with (I must have 10 different builds both found and made), sacrificing <1% defence for a bit more recharge than I can normally find, but still not enough:

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

Click this DataLink to open the build!

Lightning Rose: Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(5), T'Death-Dmg/EndRdx/Rchg:40(5), T'Death-Dam%:40(42)
Level 1: Deflection -- LkGmblr-Rchg+:50(A), DefBuff-I:50(31), DefBuff-I:50(31)
Level 2: Jacobs Ladder -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(9), Erad-Dmg/Rchg:30(9), Erad-Acc/Dmg/Rchg:30(15), Erad-Acc/Dmg/EndRdx/Rchg:30(17), Erad-%Dam:30(42)
Level 4: Battle Agility -- LkGmblr-Rchg+:50(A), DefBuff-I:50(29), DefBuff-I:50(31)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)
Level 8: Thunder Strike -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(17), Oblit-Dmg/Rchg:50(19), Oblit-Acc/Dmg/Rchg:50(19), Oblit-Acc/Dmg/EndRdx/Rchg:50(21), Oblit-%Dam:50(46)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(11), HO:Membr(11)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), Zephyr-Travel:50(13), Zephyr-Travel/EndRdx:50(13), Zephyr-ResKB:50(15)
Level 14: Hurdle -- Jump-I:50(A)
Level 16: Against All Odds -- EndRdx-I:50(A)
Level 18: Health -- Numna-Heal/EndRdx:50(A)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc/Rchg:50(23), P'Shift-Acc/Rchg:50(34), P'Shift-EndMod/Acc:50(37), P'Shift-End%:50(40)
Level 22: Chain Induction -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(23), Mako-Dmg/Rchg:50(27), Mako-Acc/EndRdx/Rchg:50(27), Mako-Acc/Dmg/EndRdx/Rchg:50(29), Mako-Dam%:50(43)
Level 24: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(25), Zephyr-ResKB:50(25)
Level 26: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
Level 28: True Grit -- S'fstPrt-ResDam/Def+:30(A), Heal-I:50(50)
Level 30: Grant Cover -- LkGmblr-Rchg+:50(A)
Level 32: Lightning Rod -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(34)
Level 35: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-%Dam:50(37)
Level 38: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(39), GSFC-ToHit/Rchg/EndRdx:50(39), GSFC-Rchg/EndRdx:50(39), GSFC-ToHit/EndRdx:50(40), GSFC-Build%:50(40)
Level 41: Char -- Lock-Acc/Hold:30(A), Lock-Acc/Rchg:30(42), Lock-Rchg/Hold:50(43), Lock-EndRdx/Rchg/Hold:50(43), Lock-Acc/EndRdx/Rchg/Hold:50(46), Lock-%Hold:50(50)
Level 44: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45), Thundr-Acc/Dmg/Rchg:50(45), Thundr-Acc/Dmg/EndRdx:50(46)
Level 47: Fire Ball -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(50)
Level 49: Maneuvers -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit

Does anyone have an Elec/Shield/Fire build that is defence capped and has perma-Hasten that they are willing to share?

Or can you convince me it isn't necessary and/or possible?

My budget for this toon isn't unlimited, so no PvP IO's, but it is large enough for as many purples and uniques as you can fit in. The things I don't really want to sacrifice are the defence caps and the debuff resistance, the recharge I can sacrifice as long as I have enough attacks and sombody can convince me the build is about as good as it can be. I don't really care about being able to exemp down or whatever, just being as good as possible at level 50.

Thank you in advance


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

My Fire/SD/Blaze, with PvPIOs and a budget that would make the American national debt look puny, is still short of permahasten by 1.9s. So that gives you an idea of the difficulty of getting extreme recharge on SD builds (even with /Blaze, which has an easier time building for recharge than other APPs).

I don't think there's any way to get maximum defdebuff resistance, permahasten and still stay softcapped to all positions without the Gladiator's Armor unique, although I'd loved to be proved wrong. I think a more reasonable build goal would be either to 1) live with a 10s or so downtime on Hasten, or 2) get permahasten, but sacrifice softcapped AoE defense. It all depends on what you are willing to give up for the QoL improvement of having permahasten. This example achieves 2). You still have around 32.5 AoE defense, so in situations where you really need it you can eat a small purple inspiration to softcap your AoE defense too; also one application of any support set's def shields will softcap it.

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Posted

Thanks for that, I was under the impression it was possible and that I was just doing something very wrong with my build so I guess I will have to lower my goals.

I don't really feel safe dropping the AoE defence, but I think maybe I could drop the ranged defence if that will let me get perma-hasten. Though I think actually I will just go with lower recharge.

Back to build browsing then to find the one I am most happy with


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Don't drop Ranged defense. I've not went and counted how many more ranged attacks than AoE attacks there are in the game, but I have a feeling you'll take much more damage dropping ranged def rather than AoE def. Just think of all the machineguns (with defense debuffs), rifles, arrows, Cimeroran pilums and assorted blasts that get flung at your over the course of the game.

But yes, if you can live with 10s-15s of downtime on Hasten, then lower recharge may be the best option.


 

Posted

I am not sure which build gave me the inspiration for this one since I have done nothing but look at builds all morning, but this is what I have so far:

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

Click this DataLink to open the build!

Lightning Rose: Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Charged Brawl -- 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(15), T'Death-Dam%(17)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(13), S'fstPrt-ResDam/Def+(13), S'fstPrt-ResDam/EndRdx(17)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), RedFtn-Def/Rchg(5), RedFtn-Def(7), RedFtn-Def/EndRdx(7), RedFtn-Def/EndRdx/Rchg(19), RedFtn-EndRdx(19)
Level 4: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21)
Level 6: Hurdle -- Jump-I(A)
Level 8: Thunder Strike -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-Dmg(9), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(15)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(27), HO:Membr(46)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37), Zephyr-ResKB(39), LkGmblr-Rchg+(39)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(31), Zephyr-Travel/EndRdx(39)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27), EndMod-I(29)
Level 22: Chain Induction -- Hectmb-Dmg/EndRdx(A), Hectmb-Dam%(23), Hectmb-Dmg/Rchg(23), Hectmb-Acc/Dmg/Rchg(25), Hectmb-Acc/Rchg(25)
Level 24: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(29), GSFC-Rchg/EndRdx(34), GSFC-ToHit(40), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(40)
Level 26: Phalanx Fighting -- LkGmblr-Def(A)
Level 28: Grant Cover -- LkGmblr-Rchg+(A)
Level 30: Maneuvers -- DefBuff-I(A), LkGmblr-Rchg+(31), LkGmblr-Def(31)
Level 32: Lightning Rod -- Oblit-%Dam(A), Oblit-Dmg(33), Oblit-Acc/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34)
Level 35: Shield Charge -- Oblit-%Dam(A), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Dmg/Rchg(37)
Level 38: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(43)
Level 41: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(46)
Level 44: Fire Blast -- Apoc-Dmg/EndRdx(A), Apoc-Dam%(45), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(46)
Level 47: Fire Ball -- Ragnrk-Acc/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Dmg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit

I was very loathe to drop Jacobs Ladder, but bit the bullet in the end and hopefully this build will be good enough. Though if anyone can find me that last .1% AoE defence I would appreciate it


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Just a curiosity but if you have almost perma-hasten why do you need another AoE attack? I mean isn't SC and LR up often enough that you can use them whenever you need to? Doesn't the combination of SC/LR generally wipe out spawns for you? I guess I'm not understanding the need for a 3rd AoE AND such a high recharge. Can you explain how you utilize the build and why it would be more effective than a build that didn't have Fireball? Thank you.


 

Posted

I am only 33 at the moment so no I can't

But the way I see it is that I will only use either SC or LR per mob.

So I would go into a mob and then SC>Chain>Fireball>Thunderstrike, then move mobs for LR>Chain>Fireball>Thunderstrike.

Using both SC and LR in one mob would leave me with not much to do for a while, which is ok on some maps but not others. I could be wrong on this, and when the TF difficulty levels are fixed that might change, but for now doing TF's against white/yellow mobs it should hold true.

I am already planning in my head that Fireball might be overkill (Or I might have to SC>LR in the same mob) and Body Mastery might be a better epic pool, but I love the damage on Fire Blast (Since my single target damage isn't the best) so I am still not sure.


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Thank you. I had been contemplating Fireball as well and wanted your thoughts on it. Currently my ST attack chain is T.Strike>H.Punch>SoMu>C.Brawl. Generally speaking after B.Up>L.Rod>S.Charge the only spawn left standing is a boss which usually goes down before my ST chain is finished. With a recharge of 52.5% and Hasten I rarely find LR/SC down when I need them. In addition I slotted a Force Feedback (chance for recharge) Proc into T.Strike.

Leveling up, of course, I did not have the advantage of set bonuses (as I didn't start slotting sets until I hit level 49) so I alternated LR and SC and relied on my ST chain a lot more. Still I never took Chain Induction or Jacobs Ladder and, if I had to do it over again, I don't think I would. Then again I also had the advantage of Sands of Mu which may not be available to you.


 

Posted

I only just used LR in a mission for the first time today and it already seems up pretty much every mob! I dinged 35 for SC just as I logged off but haven't had chance to use it yet.

By 37 I should know well enough if I need to go for Fireball or not.


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

on my heavily IOed (but only one purp set) bs/shield, SC will generally leave only a sliver of health on LTs. that is making sure to get good use of AAO though. just for reference. SC and fireball pretty much wipe out everything close enough to get hit by it. there are always a few stragglers though.


 

Posted

What are the opinions on swapping Chain Induction for Havok Punch?

I think it will help with my single target attack chain (And remove a large pause) at the expense of an AoE that may not see much use, but I am not sure.


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

When I was building my Elec/SD/Pyre scrapper, I was seeking exactly what you are: capped Def in all 3 spheres and perma Hasten. In one of my posts, someone off-handedly posed the question as to whether soft-capping was really necessary as there would be few left to harm me soon after my intial attacks. So on a whim I gave it a go without capped Def and guess what? I am very survivable. I only die when I forget to click Active Defense and get stunned (rare as it is usually stacked X 2). My build is a mob-killing farmer fighting at +2/8, usually no bosses as they slow you down. ST damage is not that great but that's not what this primary/secondary is all about. This build may look moderately expensive but I got the LotG +rech IOs from merits on flashack missions. I have no purples. Once I acquire purples, may include bosses in my farming but idk. Please note the FF +rech proc in Thunderstrike which gives 100% recharge for 5 seconds (10% chance). I farm freaks for drops, fun and profit at the above difficulty setting with no problem. The first mob gets BU>LR>SC (no survivors) then afterward run into the next group, allow them to gather around me taking minimal damage, TS (usually FF proc fires)>Chain Induction>Fire Ball. By then BU/LR/SC are up so that wipes the mob again, rinse, repeat. The freak rezzers often follow me to the next group where they breathe their last. I could fight at a higher diff setting but +2/8 seems optimal for speed, influence, and drops. I am running at 46% Melee Def, 41.8% Ranged, 40.6% AoE, 290% regen, 189% (3.48/s) EndRec, 76.3% recharge. I have also been using the buffing station in my SG base to get Increase Attack Rate buff (20%) but honestly I don't notice any difference. Here's my build. While I am sure it could be bettered on paper, I am crushing all set in front of me.

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

Click this DataLink to open the build!

Scrapper Epi Fire AzIz: Level 50 Mutation Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(31)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def(3), LkGmblr-Def/EndRdx/Rchg(27)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(5), LkGmblr-Def(7)
Level 4: True Grit -- S'fstPrt-ResDam/EndRdx(A), H'zdH-Heal/EndRdx(9), H'zdH-Heal(11), S'fstPrt-ResDam/Def+(17)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(11), GSFC-Build%(19), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(43)
Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(15), FrcFbk-Rechg%(17)
Level 10: Active Defense -- EndRdx-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(21), Numna-Regen/Rcvry+(21), Numna-Heal(23), Mrcl-Rcvry+(40), Numna-Heal/EndRdx(46)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(27)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(31), P'Shift-EndMod/Acc(33), P'Shift-Acc/Rchg(42)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(29), Zephyr-Travel/EndRdx(43), LkGmblr-Def/Rchg(43)
Level 24: Super Speed -- Clrty-Stlth(A), Zephyr-Travel(50), Zephyr-Travel/EndRdx(50)
Level 26: Kick -- Acc-I(A)
Level 28: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(34), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam/Rchg(40)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(34)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(37)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
Level 38: Weave -- LkGmblr-Def/Rchg(A), LkGmblr-Def(42), LkGmblr-Rchg+(42)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Rchg/Hold(46), BasGaze-EndRdx/Rchg/Hold(46)
Level 44: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(45)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
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
------------
Set Bonus Totals:

  • 14% DamageBuff(Smashing)
  • 14% DamageBuff(Lethal)
  • 14% DamageBuff(Fire)
  • 14% DamageBuff(Cold)
  • 14% DamageBuff(Energy)
  • 14% DamageBuff(Negative)
  • 14% DamageBuff(Toxic)
  • 14% DamageBuff(Psionic)
  • 9.25% Defense(Smashing)
  • 9.25% Defense(Lethal)
  • 5.81% Defense(Fire)
  • 5.81% Defense(Cold)
  • 11.1% Defense(Energy)
  • 11.1% Defense(Negative)
  • 3% Defense(Psionic)
  • 13.6% Defense(Melee)
  • 13.6% Defense(Ranged)
  • 8.63% Defense(AoE)
  • 76.3% Enhancement(RechargeTime)
  • 59% Enhancement(Accuracy)
  • 10% FlySpeed
  • 205.8 HP (15.4%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Immobilize) 5.5%
  • MezResist(Stun) 6.6%
  • 15% (0.25 End/sec) Recovery
  • 64% (3.58 HP/sec) Regeneration
  • 1.58% Resistance(Fire)
  • 1.58% Resistance(Cold)
  • 10% RunSpeed
------------
Set Bonuses:
Crushing Impact
(Charged Brawl)
  • MezResist(Immobilize) 2.2%
  • 15.1 HP (1.12%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Deflection)
  • 10% (0.56 HP/sec) Regeneration
  • 15.1 HP (1.12%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Battle Agility)
  • 10% (0.56 HP/sec) Regeneration
  • 15.1 HP (1.12%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Steadfast Protection
(True Grit)
  • 1.5% (0.03 End/sec) Recovery
  • 3% Defense(All)
Harmonized Healing
(True Grit)
  • 1.5% (0.03 End/sec) Recovery
Gaussian's Synchronized Fire-Control
(Build Up)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 25.1 HP (1.87%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Obliteration
(Thunder Strike)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Miracle
(Health)
  • 2.5% (0.04 End/sec) Recovery
  • 25.1 HP (1.87%) HitPoints
Numina's Convalescence
(Health)
  • 12% (0.67 HP/sec) Regeneration
  • 25.1 HP (1.87%) HitPoints
Crushing Impact
(Chain Induction)
  • MezResist(Immobilize) 2.2%
  • 15.1 HP (1.12%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 25.1 HP (1.87%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Luck of the Gambler
(Combat Jumping)
  • 10% (0.56 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Blessing of the Zephyr
(Combat Jumping)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Blessing of the Zephyr
(Super Speed)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Reactive Armor
(Tough)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Obliteration
(Lightning Rod)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Obliteration
(Shield Charge)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Luck of the Gambler
(Weave)
  • 10% (0.56 HP/sec) Regeneration
  • 15.1 HP (1.12%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Basilisk's Gaze
(Char)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Devastation
(Fire Blast)
  • 12% (0.67 HP/sec) Regeneration
  • 30.1 HP (2.25%) HitPoints
Positron's Blast
(Fire Ball)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Phalanx Fighting)
  • 7.5% Enhancement(RechargeTime)


 

Posted

I think for farming or normal missions you can afford to miss the defence cap, even at 34 with just normal SO's I have been running on -1/x6 with absolutely no difficulty whatsoever. But I do plan on running this on the ITF quite a lot and for that I think capped defence and defdebuff resistance are also going to be important for me.

But I am definately looking forward to how much of an AoE beast this will be, it is already humbling my DB/WP for AoE damage, and that toon has been IO'd to the teeth.


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Quote:
Originally Posted by Laevateinn View Post
Don't drop Ranged defense. I've not went and counted how many more ranged attacks than AoE attacks there are in the game, but I have a feeling you'll take much more damage dropping ranged def rather than AoE def. Just think of all the machineguns (with defense debuffs), rifles, arrows, Cimeroran pilums and assorted blasts that get flung at your over the course of the game.

But yes, if you can live with 10s-15s of downtime on Hasten, then lower recharge may be the best option.
And depending on how frequently you ITF, all the broadsword-wielding Cimerorans do the AoE swing every chance they get, plus the Kheldians all have AoEs, and the Elite Bosses get footstomps and that acid snot the Minotaurs blow.


 

Posted

Quote:
Originally Posted by zeldo View Post
And depending on how frequently you ITF, all the broadsword-wielding Cimerorans do the AoE swing every chance they get, plus the Kheldians all have AoEs, and the Elite Bosses get footstomps and that acid snot the Minotaurs blow.
All the non-Engineer/healing minions will throw spears at you that will debuff defense. It's probably the most common way that defense based characters start suffering cascading defense failure. I can attest to the fact that Laev runs the ITF frequently, and is very well aware of what the Cimerorans can do.

Not having good ranged defense would not be a good idea. Ideally, you want both good ranged and AoE, but if I had to choose one, I'd choose to buff range.


 

Posted

Although I think Laevateinn was right that you can't softcap defence, get capped DDR and perma-hasten without the PvP 3% defence IO I have created a build using it that hits all 3 targets. It is about 6billion more expensive then my planned build and not really worth it, but just in case someone cares here it is:

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

Click this DataLink to open the build!

Lightning Rose: Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Charged Brawl -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(15)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(13), S'fstPrt-ResDam/Def+(13)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(7), RedFtn-Def/EndRdx(7)
Level 4: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), GA-3defTpProc(46)
Level 6: Hurdle -- Jump-I(A)
Level 8: Thunder Strike -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-Dmg(9), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(15)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(17), HO:Membr(27)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(17), LkGmblr-Rchg+(19), LkGmblr-Def(19), Zephyr-Travel/EndRdx(37)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(31), Zephyr-Travel/EndRdx(39)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(39), Efficacy-EndMod/EndRdx(46)
Level 22: Jacobs Ladder -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(23), Armgdn-Acc/Rchg(23), Armgdn-Dmg/EndRdx(25), Armgdn-Dam%(25)
Level 24: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(29), GSFC-Rchg/EndRdx(34), GSFC-ToHit(40), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(40)
Level 26: Phalanx Fighting -- LkGmblr-Def(A)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 30: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(31), LkGmblr-Def(31)
Level 32: Lightning Rod -- Oblit-%Dam(A), Oblit-Dmg(33), Oblit-Acc/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34)
Level 35: Shield Charge -- Oblit-%Dam(A), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Dmg/Rchg(37)
Level 38: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(43)
Level 41: Char -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(42), UbrkCons-Acc/Rchg(42), UbrkCons-EndRdx/Hold(42), UbrkCons-Dam%(43)
Level 44: Fire Blast -- Apoc-Dmg/EndRdx(A), Apoc-Dam%(45), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(46)
Level 47: Fire Ball -- Ragnrk-Acc/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Dmg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

I have hit level 50 now and started to work towards this build, the only things I am missing now are purple sets (Which may take a while) and 3 LoTG's (Which won't take long), so I thought I would post my reworked build up and see if anyone has any improvements they can suggest.

My aim is still defence cap to all, 95% DDR, and as much recharge as possible. I am not really sure how much regeneration will do me good, because on teams or solo insps drop fast enough to keep me alive when it gets rough. The same goes for endurance, I have to keep making blues, but they drop fast enough not to matter, but improvements are still welcome in those areas.

I think those are pretty much none negotiable (The defence definately is), but if people can come up with reasons why I should sacrifice some of that for other things I will happily look into it.

Inf isn't really an object (Especially considering the earning power of the toon), but I don't plan on any of the expensive PvP IO's.

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

Click this DataLink to open the build!

Lightning Rose: Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(5), T'Death-Dmg/EndRdx/Rchg:40(15), T'Death-Dam%:40(25)
Level 1: Deflection -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(13)
Level 2: Havoc Punch -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(5), Hectmb-Acc/Rchg:50(7), Hectmb-Dmg/EndRdx:50(7), Hectmb-Dam%:50(13)
Level 4: Battle Agility -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(21), LkGmblr-Def/EndRdx/Rchg:50(21), LkGmblr-Rchg+:50(23)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Thunder Strike -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(9), Oblit-Dmg:50(9), Oblit-Acc/Rchg:50(11), Oblit-Dmg/Rchg:50(11), Oblit-Acc/Dmg/Rchg:50(15)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(17), HO:Membr(27)
Level 12: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-ResKB:50(17), LkGmblr-Rchg+:50(19), LkGmblr-Def:50(19), Zephyr-Travel/EndRdx:50(37)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-ResKB:50(31), Zephyr-Travel/EndRdx:50(39)
Level 16: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(25)
Level 18: Health -- Mrcl-Rcvry+:40(A)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(27), P'Shift-EndMod/Rchg:50(29), P'Shift-EndMod/Acc:50(39)
Level 22: Against All Odds -- EndRdx-I:50(A)
Level 24: Build Up -- GSFC-Build%:50(A), GSFC-ToHit/EndRdx:50(29), GSFC-Rchg/EndRdx:50(34), GSFC-ToHit:50(40), GSFC-ToHit/Rchg:50(40), GSFC-ToHit/Rchg/EndRdx:50(40)
Level 26: Phalanx Fighting -- LkGmblr-Rchg+:30(A)
Level 28: Maneuvers -- LkGmblr-Def:50(A), LkGmblr-Def/EndRdx:50(31), LkGmblr-Rchg+:50(31)
Level 30: True Grit -- S'fstPrt-ResDam/Def+:30(A), Heal-I:50(39), Numna-Heal:50(46), Numna-Heal/EndRdx:50(50), Numna-Regen/Rcvry+:50(50)
Level 32: Lightning Rod -- Oblit-%Dam:50(A), Oblit-Dmg:50(33), Oblit-Acc/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(33), Oblit-Dmg/Rchg:50(34), Oblit-Acc/Dmg/Rchg:50(34)
Level 35: Shield Charge -- Oblit-%Dam:50(A), Oblit-Dmg:50(36), Oblit-Acc/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(37), Oblit-Dmg/Rchg:50(37)
Level 38: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(43), Zephyr-ResKB:50(43)
Level 41: Char -- Lock-Acc/Hold:30(A), Lock-Acc/Rchg:50(42), Lock-Rchg/Hold:50(42), Lock-EndRdx/Rchg/Hold:50(42), Lock-Acc/EndRdx/Rchg/Hold:50(43), Lock-%Hold:50(46)
Level 44: Fire Blast -- Apoc-Dmg/EndRdx:50(A), Apoc-Dam%:50(45), Apoc-Dmg/Rchg:50(45), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Acc/Rchg:50(46)
Level 47: Fire Ball -- Ragnrk-Acc/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Dmg:50(48), Ragnrk-Dmg/EndRdx:50(50)
Level 49: Grant Cover -- RedFtn-Def/EndRdx:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Critical Hit



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If it matters I solo (A lot) on +2/x8 and also run a lot of TF's, which will probably be mostly ran at +2 when the difficulty gets fixed, but will also get ran at +4 a lot too. Hopefully I will have enough accuracy for that?

Also I have a question about attack chains. I know Electric Melee is poor (Awful) in single target damage, but is Fire Blast > Charged Brawl > Havok Punch about the best chain it can manage?

Thank you all in advance


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

This build should do fine for +2 x8 but it might run into trouble with +4s, you'd definitely need to rely on inspirations once you're soloing +4x8. Other then that it looks good


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Quote:
Originally Posted by Santorican View Post
This build should do fine for +2 x8 but it might run into trouble with +4s, you'd definitely need to rely on inspirations once you're soloing +4x8. Other then that it looks good
Is that because of accuracy or because I have nothing to heal the hits that do get through?


Princess Darkstar - Proud Member of the Handprints of Union, the #1 ranked SG in Europe!
British by act of union, English by grace of God, Northern by pure good fortune!
Quote:
Originally Posted by Aggelakis View Post
PrincessDarkstar: "RAAAAAAAAARRRRRRRRRGHHHHHHHHHH SOMEONE IS *WRONG* ON THE INTERNET!"

 

Posted

Well. If monies isn't an issue, than you could always try this on for size.

Softcape'd
More HPs
30+ hps/sec regen
More S/L Res (awesome for this combo)
Perma Hasten

Less Defense Debuff Resistance, but I think you'll find that you can still solo a rooftop on an ITF faster than the rest of the team can clear the other one.. Enjoy.

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Space reserved for a super awesome Signature, someday...

 

Posted

Quote:
Originally Posted by PrincessDarkstar View Post

Also I have a question about attack chains. I know Electric Melee is poor (Awful) in single target damage, but is Fire Blast > Charged Brawl > Havok Punch about the best chain it can manage?
Easy fix, don't worry about the ST Damage. Anything that survives your uproar of AoE's just drag to the next mob with you. They'll go down eventually without you so much as having to look at them. Keep pushing it forward so you're AoEs are hitting as many targets as possible with each activation.


Space reserved for a super awesome Signature, someday...

 

Posted

Quote:
Originally Posted by PrincessDarkstar View Post
Is that because of accuracy or because I have nothing to heal the hits that do get through?
I'm not sure about your accuracy but I know that your regeneration and resistances aren't very high so you're going to have fun lol


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

First off this thread is pretty much what I needed for some insight on my scrapper. But I am trying to wrap my head around some of this stuff so I need to ask some questions.

I just pulled up Mids with PrincessDarkstar build and Judge Mental build. After comparing the builds and the stats, it appeared to me that the build Judge Mental is posting seems much cheaper and is pretty close to the cap.

My question is what am I missing when comparing those 2 builds.

I do not know how to determine the recharge rate for hasten on those builds. Anyone able to point out how to figure that out. How do I know if I am close to permahasten ?

I guess I am a bit sticker shocked with the prices for those purple sets that many have posted. I just reached 50 and have about 50 million. Some of those IO's go for 100 million just for 1 of them, let alone getting 5 or 10 as listed. Which again gravitates me towards Judge Mentals build

I would imagine that is just months and months of farming on a regular basis to get that kind of money. Is there some short cut ? Or is farming the only way ?


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Quote:
Originally Posted by plainguy View Post
I just pulled up Mids with PrincessDarkstar build and Judge Mental build. After comparing the builds and the stats, it appeared to me that the build Judge Mental is posting seems much cheaper and is pretty close to the cap.
Without any Sets and not using your pool powers you're going to have roughly mid 20% defense. It actually is extremely easy to get to soft-cap with cheap sets. What people try to do is hit soft-cap defense while at the same time squeaking as much recharge, hps and other bonuses into the build as possible. Depending on what your goal is that can be pretty rough and pretty expensive. Picking up Weave, Combat Jumping and Maneuvers really helps the less stupidly wealthy reach the softcap mark even more with minimal IOs.

For example: With the build from the data chunk I've posted below I've just softcaped defense while using extremely minimal Set slotting. It is as I stated before, insainly easy to reach softcap while not spending alot of money.


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|-------------------------------------------------------------------|

Quote:
Originally Posted by plainguy View Post
I do not know how to determine the recharge rate for hasten on those builds. Anyone able to point out how to figure that out. How do I know if I am close to permahasten ?
Hovering your mouse over Hasten will bring up it's power info in the "Info" section. Bottom left-hand corner of Mids. There it tells you the Recharge time of a power between activations as well as the duration the power lasts before the effects wear off.


Space reserved for a super awesome Signature, someday...

 

Posted

Ahh I see what you did watchfire, now I get it..

Looking back at those 2 builds I notice that princessdarkstar has a 1 second delay compared to Judge Mental 40 second delay on Hasten.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives