Electric/Shield and Fire/Shield for any budget
100M? I might have half that between all 27 of my characters on Virtue.
I suppose if someone can buy F-117s on a regular basis, Ferraris seem eminently affordable. |
That's using SOs (and insps when needed, they rain anyway when you're farming).
I also did this with my claws/sr and db/elec but iirc the banished pantheon are weak to fire so it kills faster (fire melee kills so fast anyway, my fire/dev blaster also did that a long time ago). I know they're weak to energy so an elec scrapper will do fine too, my PB will certainly go there soon (she'sa only level 7 now).
And if you need more cash later, exemp to 28-30 in ouro and go kill green-blue mobs (faster than white, but whites/yellows are good too, xp you know). Avoid the grey ones since you don't get insps, xp or drops from them.
I think the mobs in Dark Astoria go up to level 30 depending on the location.
Tenzhi, I'm leveling a fm/sd, she's 31 now. When she was 25 or 26, I went to Dark Astoria and decimated blue, green and white con mobs. With the salvage I got (lots of rares) I got like 20 million per hour selling to the markets, and useful recipes (of course a lot of trash too I just deleted). I got my steadfast and kismet unique in like 2 hours of 'work' by selling salvage in the market and bidding on those recipes for both the claws/sr and fm/sd.
That's using SOs (and insps when needed, they rain anyway when you're farming). |
I'm trying to become obsessed with the Elec/Shield I recently made, though. The siren call of Lightning Rod+Shield Charge is beckoning me.
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
Looking at the expensive Fire/Shield, what would be a good alternative for a Brute?
I like your style but I couldn't resist a few tweaks that I think make the super expensive elec build better:
Ditched the Regen Tissue + Miracle Heal, added a Membrane to Active Defense for more DDR (both through enhancement and getting it closer to perma double stacked) + exemping purposes, added the pvp +3% Res to Deflection. I feel like these two add a lot more than some regen and a teeny bit of recovery will.
Moved the Steadfast Res/Def% to True Grit. I feel like F+C+E+N+T combined makes up more incoming damage than S/L but this might depend on what you're usually doing, I suppose.
EDIT: Build removed because I messed it up and didnt do what was described above! Correction below.
I like your style but I couldn't resist a few tweaks that I think make the super expensive elec build better:
Ditched the Regen Tissue + Miracle Heal, added a Membrane to Active Defense for more DDR (both through enhancement and getting it closer to perma double stacked) + exemping purposes, added the pvp +3% Res to Deflection. I feel like these two add a lot more than some regen and a teeny bit of recovery will. Moved the Steadfast Res/Def% to True Grit. I feel like F+C+E+N+T combined makes up more incoming damage than S/L but this might depend on what you're usually doing, I suppose. Code:
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It's a fine build but it would bug the crap out of me that it wasn't capped for range (even though it's 44.7%). However, the builds I posted are meant to be used as a baseline and I absolutely have no problem with them being modified to suit individual preferences.
|
I actually posted a fudged up version of what I did there, there was no reason for the ranged def to drop at all from the tweaks I described, and indeed here is the correction:
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Hello Fury.
I am loving this thread. My electric/Shield is level 33 now and so far I love playing her. I had stopped leveling her because I don't have a billion influence and was afraid because of this she would start to go bad and ultimately become unplayable.
However, I am playing her now and want to see just how far I can go before she flys apart.
I have been Frankenslotting and have some good bonuses already, but I have not been using the sets you suggest. So far, I am using a combination of Mako's, Eradications , and common IOs in my primary and am using common IOs in my secondary. I also have the various uniques and procs...Regen Tissue, Kismet, Steadfast and Performance Shifter.
I took the fitness pool, the fighting pool, and, the reason for my writing this,the flight pool.
I feel Air Sup brings a lot of survival to the Electric Primary....I am probably wrong about this, but in my experience and for my playstyle it is so.
I did without it for a bit on my Elec/SR and it felt...wrong.
So, in a tight build like Elec/Shields how can I sucessfully bring in Air Sup?
I don't do things like solo AVs or Pylons, my goal is to have a fun toon. I solo so ducking out of the mission to grab more purple inspirations is very doable...and emailing the purples to myself is equally wonderful.
In a case like this, can I forego Combat jumping???? Hmmm...jusy how many purple inspirations is the equivalent of Combat Jump?>>>
Yikes, I have to go to work.
thanks in advance.
Lisa
So don't wait for heroes, do it yourself
You've got the power
winners are losers
who got up and gave it just one more try
***Dennis DeYoung
Ok so i tried to get some answers to my questions on a new thread reguarding my Elec/SD but all i could get is flames about coming to this thread. So i'm hoping you can answer me, but why don't i see FotG/ShieldWall slotted in even the Very Expensive Build. Wandering what makes Oblit better that FotG and what's wrong with Shield Wall? If you can answer me those questions I'd be much abliged
Judging by Paragonwiki, it doesn't look like FotG gives a Defense bonus anywhere other than in PvP, which isn't very useful compared to Obliteration.
And Shield Wall doesn't look particularly good outside of PvP, either. Pretty much every set other than Karma seems more desirable to me.
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
Hello Fury.
I am loving this thread. My electric/Shield is level 33 now and so far I love playing her. I had stopped leveling her because I don't have a billion influence and was afraid because of this she would start to go bad and ultimately become unplayable. However, I am playing her now and want to see just how far I can go before she flys apart. I have been Frankenslotting and have some good bonuses already, but I have not been using the sets you suggest. So far, I am using a combination of Mako's, Eradications , and common IOs in my primary and am using common IOs in my secondary. I also have the various uniques and procs...Regen Tissue, Kismet, Steadfast and Performance Shifter. I took the fitness pool, the fighting pool, and, the reason for my writing this,the flight pool. I feel Air Sup brings a lot of survival to the Electric Primary....I am probably wrong about this, but in my experience and for my playstyle it is so. I did without it for a bit on my Elec/SR and it felt...wrong. So, in a tight build like Elec/Shields how can I sucessfully bring in Air Sup? I don't do things like solo AVs or Pylons, my goal is to have a fun toon. I solo so ducking out of the mission to grab more purple inspirations is very doable...and emailing the purples to myself is equally wonderful. In a case like this, can I forego Combat jumping???? Hmmm...jusy how many purple inspirations is the equivalent of Combat Jump?>>> Yikes, I have to go to work. thanks in advance. Lisa |
1. You can forgo combat jumping and fly is viable choice. However, I put combat jumping in many builds because it's a cheap way to get 2-2.5% defense and it affords great maneuverability. Moving around quickly for an AoE oriented build like electric/shield is a great advantage.
2. You won't need air superiority, though I'm not saying its a bad power. Once you get lightning rod and shield charge, you'll have tons of mitigation via knockdown powers. Don't forget you also have thunderstrike as well too. Generally, you have enough that you won't need a fourth. Once you start getting your defensive numbers in the 40s, they become even less needed.
3. The builds in this thread are useful as a baseline to see that it can be done to make an electric/shield that is inexpensive *and* effective. I always assume that players will mix and match sets per their tastes. I only provide the template so that if you have sets that due to budget, availability or preference that doesn't match what I use, it's fine.
I'm willing to help put together an inexpensive build if you're interested in seeing an electric/shield with fly. A number of the other forum regulars can do it too. You'll need to be willing to at least tell us which powers you want, etc.
Ok so i tried to get some answers to my questions on a new thread reguarding my Elec/SD but all i could get is flames about coming to this thread. So i'm hoping you can answer me, but why don't i see FotG/ShieldWall slotted in even the Very Expensive Build. Wandering what makes Oblit better that FotG and what's wrong with Shield Wall? If you can answer me those questions I'd be much abliged
|
The same can be said for Shield Wall. Luck of the Gambler (from a PvE perspective) is superior to it in almost every way, since it provides recharge (assuming you slot the +recharge one), regneration, hitpoints and accuracy. Even sets like Red Fortune and Serendipity are better because they provide a positional defense component that Shield Wall does not.
Just because Fury of the Gladiator and Shield Wall are more expensive / rare from a marketing perspective, doesn't make them better for builds where you are building to soft cap defense.
In my builds, I go for soft capping defense (45% to all positions), then a balance of recovery, recharge and as much native regen as I can muster (since none of the builds have aid self). In the hundreds of hours I've played these builds, these are the characteristics that I've found most valuable in shield builds.
Ok so i fixx'd my mistake and resold my billion dollar FotG set and Shield Wall too. And am in the process of completeing your Very Expensive Elec/SD build. Just wandering about one thing. Why Enzyme? +Defense Debuff & + ToHitt Debuff, Scrapper doesn't have any debuff skills at all so i'm confused about the actuall purpose of this because reading into it is missleading.
Great builds Fury, those 'Very Expensive' builds truly are spectacular, I appreciate the time and effort you've put into making these.
Just wandering about one thing. Why Enzyme? +Defense Debuff & + ToHitt Debuff, Scrapper doesn't have any debuff skills at all so i'm confused about the actuall purpose of this because reading into it is missleading. |
@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr
They do both work in Active Defense, and although Enzymes yield higher values, they do not provide any recharge enhancements. Membranes do. This isn't an issue for builds that never exempt and have high global recharge values. It is however an issue for builds that don't. Not having perma mez protection in a scrapper stinks.
|
And .. can we sticky this?
@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr
First off, thank you for taking the time to study the various builds and for sharing what you learned here on the forum. Secondly, i come cap in hand to you and the other knowledgeable folks around here with regards to the elec/shield sets.
I'm still trying to get my head around building via sets as during the two years that i played they weren't in the game and in my few brief returns since, the knowledge garnered from them could be summed up with "Ooo + end recovery IO's!" and the same when i saw the Regen ones, for some reason i sold everything else thinking the inf would benefit me at the time... it didn't as i never renewed my sub on any of the occasions, even though i spent some time farming on a fire/kin . So this is a whole new ball game to me.
I've been following the moderate build whilst levelling this toon but am looking for some advice on getting better recharge than it gives. The toon is now 45, so will be needing a respec tomorrow or the next day when it hits 47 and can look at getting the most out of what i have (1.2bil + an unlikely 100mil bid on another LotG rchg). The jist of it is that i have no problem soloing +2/x8 (it just takes far too long due to waiting for powers to recharge) as is, nor even tanking for teams now thanks to buffs, so i want more recharge for my inf than defence. I need some more yes, but a few % could easily be sacrificed from the soft cap to recharge for my needs or how i feel the toon already plays.
Current build is :
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 46 Natural Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Havoc Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Dam%(19)
Level 1: Deflection -- EndRdx(A), DefBuff-I(5), DefBuff-I(5), DefBuff(25), ResDam(25), S'fstPrt-ResDam/Def+(27)
Level 2: Battle Agility -- EndRdx(A), DefBuff(17), DefBuff(17), DefBuff(27)
Level 4: True Grit -- Numna-Regen/Rcvry+(A), Heal(15), Heal(15)
Level 6: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(7)
Level 8: Thunder Strike -- Acc-I(A), Acc-I(9), Dmg-I(9), Dmg-I(11), Dmg-I(11), RechRdx(13)
Level 10: Active Defense -- RechRdx(A), RechRdx(40)
Level 12: Hurdle -- Jump(A)
Level 14: Health -- Mrcl-Rcvry+(A), RgnTis-Regen+(34), Mrcl-Heal(42)
Level 16: Against All Odds -- EndRdx(A)
Level 18: Chain Induction -- Acc-I(A), Acc-I(19), Dmg-I(23), Dmg-I(29), Dmg(29), RechRdx(39)
Level 20: Stamina -- P'Shift-End%(A), EndMod-I(21), EndMod-I(21), EndMod-I(23)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 24: Boxing -- Acc(A)
Level 26: Tough -- Aegis-ResDam/EndRdx(A), Aegis-EndRdx/Rchg(40), Aegis-ResDam/Rchg(40)
Level 28: Weave -- LkGmblr-Rchg+(A), DefBuff(43), DefBuff(43), DefBuff(43)
Level 30: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(34), GSFC-Build%(34)
Level 32: Lightning Rod -- Acc-I(A), Dmg(33), Dmg(33), Dmg(33), RechRdx(37), RechRdx(37)
Level 35: Shield Charge -- Acc(A), Dmg(36), Dmg(36), Dmg(36), RechRdx(37), RechRdx(42)
Level 38: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(39)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(42)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Dmg/EndRdx(45)
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run
The reason i'm giving the build that it currently has is simply so that any of you who feel like giving advice know which enhancements i already have and which numbers i'm starting to feel comfortable with.
One other point is that i'd be fine with dropping super jump, it's nice to be a bit faster yeah but with ninja run and the perma jump pack it's not really necessary. I just cant see where i could get the same defense for so little slots.
| Copy & Paste this data into Mids' Hero Designer to view the build |
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So far your build only has 22.5% recharge and no hasten. Have more global recharge and hasten first then decide. I find that around 50% or more with hasten, I'm fairly happy with recharge. Although, my shield toons currently have 90% and 70% respectively.
Hero Plan by Mids' Hero Designer 1.703
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(5), GftotA-Def(7), GftotA-Def/EndRdx(7), ImpArm-ResDam(9), ImpArm-ResDam/EndRdx(9)
Level 2: Jacobs Ladder -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(11), FtnHyp-Sleep/EndRdx(11), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(13)
Level 4: True Grit -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(15), Numna-Heal(15), Numna-Regen/Rcvry+(17), Numna-Heal/EndRdx(17), S'fstPrt-ResDam/Def+(19)
Level 6: Hurdle -- Jump-I(A), Jump-I(50)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
Level 10: Thunder Strike -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg(21), Armgdn-Dmg/Rchg(23), Armgdn-Acc/Dmg/Rchg(23), Armgdn-Acc/Rchg(25)
Level 12: Active Defense -- RechRdx-I(A), RechRdx-I(25)
Level 14: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(27), Mrcl-Heal(27)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Chain Induction -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(29), Hectmb-Acc/Dmg/Rchg(29), Hectmb-Dmg/EndRdx(31), Hectmb-Acc/Rchg(31)
Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(31)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc/Rchg(33), P'Shift-Acc/Rchg(33), P'Shift-EndMod/Acc(34), P'Shift-End%(34)
Level 24: Kick -- Empty(A)
Level 26: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(34), TtmC'tng-EndRdx(36), TtmC'tng-ResDam/Rchg(36), TtmC'tng-EndRdx/Rchg(36), TtmC'tng-ResDam/EndRdx/Rchg(37)
Level 28: Weave -- RedFtn-EndRdx(A), RedFtn-Def(37), RedFtn-Def/EndRdx(37), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39)
Level 30: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-%Dam(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45)
Level 38: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(45)
Level 41: Char -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(45)
Level 44: Melt Armor -- UndDef-Rchg(A), UndDef-DefDeb/EndRdx(46), UndDef-DefDeb(46), UndDef-DefDeb/Rchg(46)
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: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run
------------
Set Bonus Totals:
- 14.5% DamageBuff(Smashing)
- 14.5% DamageBuff(Lethal)
- 14.5% DamageBuff(Fire)
- 14.5% DamageBuff(Cold)
- 14.5% DamageBuff(Energy)
- 14.5% DamageBuff(Negative)
- 14.5% DamageBuff(Toxic)
- 14.5% DamageBuff(Psionic)
- 11.8% Defense(Smashing)
- 11.8% Defense(Lethal)
- 4.56% Defense(Fire)
- 4.56% Defense(Cold)
- 5.5% Defense(Energy)
- 5.5% Defense(Negative)
- 3% Defense(Psionic)
- 14.9% Defense(Melee)
- 4.25% Defense(Ranged)
- 6.13% Defense(AoE)
- 1.8% Max End
- 81.3% Enhancement(RechargeTime)
- 79% Enhancement(Accuracy)
- 5% FlySpeed
- 90.4 HP (6.75%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 4.95%
- MezResist(Sleep) 2.2%
- MezResist(Stun) 6.6%
- 26.5% (0.44 End/sec) Recovery
- 52% (2.91 HP/sec) Regeneration
- 10.4% Resistance(Fire)
- 10.4% Resistance(Cold)
- 5% RunSpeed
Set Bonuses:
Kinetic Combat
(Havoc Punch)
- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Deflection)
- 10% (0.56 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Deflection)
- 2% (0.03 End/sec) Recovery
(Deflection)
- 2.5% (0.04 End/sec) Recovery
(Jacobs Ladder)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(True Grit)
- 2.5% (0.04 End/sec) Recovery
(True Grit)
- 12% (0.67 HP/sec) Regeneration
- 25.1 HP (1.87%) HitPoints
(True Grit)
- 3% Defense(All)
(Thunder Strike)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Health)
- 2.5% (0.04 End/sec) Recovery
(Chain Induction)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Phalanx Fighting)
- 10% (0.56 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(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)
(Tough)
- MezResist(Sleep) 2.2%
- 20.1 HP (1.5%) HitPoints
- MezResist(Stun) 2.2%
- MezResist(Held) 2.75%
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
(Weave)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Stealth)
- 10% (0.56 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(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)
(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)
(Build Up)
- 2% DamageBuff(All)
(Char)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
(Melt Armor)
- 2% DamageBuff(All)
- 1.8% Max End
- 7% Enhancement(Accuracy)
(Fire Ball)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Battle Agility)
- 10% (0.56 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
I did make one change, though. I dropped Phalanx Fighting, took Boxing at 24, and took Grant Cover at 28. I decided that I liked GC's Recharge/Movement/Defense DeBuff Resistance better than the small Def from PF.
Thanks again!!
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Biggest Troll on the forums? I'll give you a hint:
I tried the moderate electric melee/shield defense build in my old Mids (that hadn't been updated to the latest version MXDSetup1-707) and the defenses were all above 45 or a bit higher. However, since hasten was at the end of the build and I didn't want super jump, I moved hasten where combat jumping used to be. I then put super speed where super jump used to be, and moved combat jumping to the end where Hasten was.
I suddenly noticed that the all three defense values dropped down to 42s in the View Totals screen. I realize that the nerf to Blessing of the Zephyr decreased ranged defense, but all three positions fell to 42 just by removing combat jumping and then putting it back. The numbers didn't go back up to 45 though when I re-selected combat jumping (from the pool powers select box). The BotZ set never left so I don't know why the soft cap didn't return.
The same thing happens with the newest update to Mids. Is this a bug in the Hero Planner or does the hero planner see something we're missing?
I really wanted to rob my ele melee/sd scrapper of his goods to add to my fire/sd scrapper. Now I'm just a bit concerned and don't want spend a lot on a build that may not actually be soft capped. Would someone on Live servers please confirm that these defense positions are indeed soft capped on a toon without any accolades or temporary buffs? I'd just like to be certain before I respec all the IOs out of my other heroes for this one.
Thanks.
I tried the moderate electric melee/shield defense build in my old Mids (that hadn't been updated to the latest version MXDSetup1-707) and the defenses were all above 45 or a bit higher. However, since hasten was at the end of the build and I didn't want super jump, I moved hasten where combat jumping used to be. I then put super speed where super jump used to be, and moved combat jumping to the end where Hasten was.
I suddenly noticed that the all three defense values dropped down to 42s in the View Totals screen. I realize that the nerf to Blessing of the Zephyr decreased ranged defense, but all three positions fell to 42 just by removing combat jumping and then putting it back. The numbers didn't go back up to 45 though when I re-selected combat jumping (from the pool powers select box). The BotZ set never left so I don't know why the soft cap didn't return. The same thing happens with the newest update to Mids. Is this a bug in the Hero Planner or does the hero planner see something we're missing? I really wanted to rob my ele melee/sd scrapper of his goods to add to my fire/sd scrapper. Now I'm just a bit concerned and don't want spend a lot on a build that may not actually be soft capped. Would someone on Live servers please confirm that these defense positions are indeed soft capped on a toon without any accolades or temporary buffs? I'd just like to be certain before I respec all the IOs out of my other heroes for this one. Thanks. |
And just like that... problem solved! (It's been a long day!) Thank you!
I think I've had more typical purple luck, with the normal rule of one purple every few thousand bad guys applying to me. My last toon was particularly lucky, getting two purple drops before 50, one of them particularly valuable. Random drops are random, I guess.
"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
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