looking for best solo survival secondary


2Sly4U

 

Posted

Quote:
Originally Posted by Kioshi View Post
Not saying that Brutes SHOULD always tank, but tanking benefits brutes, it's like instant fury because of the incoming attacks.
I can tank on Scrappers, so I can tank on Brutes with their higher hit points and caps. And yeah, the fury mechanic gives ME a direct benefit for tanking, not just the team. Even on my total sidekicked lowbie last night, I was charging into the alpha of every group chasing my fury.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Quote:
Originally Posted by Psiphon View Post
I've been considering making a resistance based armour (Electric or Dark) to use with Katana.
Any one know how the two would compare in regards to survivablilty and general performance?
Resistance armors go well with the defense from Katana. Dark Armor is likely to be more survivable, but I haven't actually studied Electric or played around with builds, so take that evaluation with a grain of salt. Katana/Dark CAN be an endurance pain, but not so much if you're used to solving endurance problems. Mine was fine for leveling, and is fine IO'd out.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Quote:
How much recovery would you need to sustain that if you were also using DC?
As you said, it depends of the build, choices and such. Looking at a DMInv Mids build I made with Gloom and DN, it recovers 3.46 eps and uses 0.97 eps from toggles (while DN is off), for a net boost of 2.49. Add +0.2 for the proc, that'd be 2.69 (let's say 2.7).

With a 4.5 EPS chain, you'd lose 1.8 endurance per second. In a 1vs1 scenario, DC would give back 50 end every ~56 seconds, which wouldn't be enough. With another enemy to boost DC, it'd jump to about 100, which is theorically just fine ... However, that's averaged. In actual gameplay it probably would go wrong every now and then, say PP doesn't proc for too long, Hasten crashes at the wrong time or DC misses. Just as well, it'd likely involve using a boss, otherwise SD + DC would eventually kill it ; that's a bit more incoming damage to handle, which, in some situations, might be more than the survivability boost DN provides.

After typing all that I realise 100/56 is 1.78. So it wouldn't be fine even in a best case scenario, you'd have to use a second boss.

This is just at a quick glance and maybe there's a way to make it work that I overlooked. The build I was looking at was softcapped to F/C/E/N and missing about 2% to S/L with 1 foe in range, could run SM MG SM SL with procs in SM, maximum healing in SL, maximum regen in health, as much resistance as possible with slotting passives and the shield wall IO ; you could probably switch slotting focus to offense / end management (impervium armor instead of reactive armor in toggles, for example) and do better.


 

Posted

Quote:
Originally Posted by Werner View Post
I can tank on Scrappers, so I can tank on Brutes with their higher hit points and caps. And yeah, the fury mechanic gives ME a direct benefit for tanking, not just the team. Even on my total sidekicked lowbie last night, I was charging into the alpha of every group chasing my fury.
Oh sure you can tank on a Brute, one of the reasons I'm enjoying my fm/sd scrap (now 31) so much is that I have a tant aura so I can actually tank (ok with support since I have like 25% m/r/aoe with the steadfast unique)!

All I meant is that the 'jump in the mobs first' is VERY beneficial for a broot because you get fury so much faster than attacking. That is, providing you can handle it, which will be the case in most teams, especially with all the pain and thermal MMs around (today I teamed my stalker with 7 demon mms, it was hilarious, couldn't see anything among them so I just ran ahead, took out dangerous threats such as the LB nullifiers and came running back , bringing the less dangerous mobs to the 100 demons so the MMs had an easier time without the nullis and other annoying mobs). That's the only reason my 50 elm/stone had a lot of fury on Granite even when there was no kin (he's only partly IOed because of my disappointment with ELM's ST damage so he's kinda shelved). And hey, even soloed Barracuda as an EB at lvl 24 - one stupid loose demonling aggroed her and she decimated a lot of pets with her psy scream and etc, I used 3 purps/3reds and it was easy, while they were resummoning and upgrading)

I tanked an entire SF at 23 with 25 enemies (no ssk, no energize at the time) on a SM/ELA Brute with a kin as the only support. But that wasn't good for my fury - since I only had a kin to buff me and no self heal, I had to spam Fault or I'd get trounced, so enemies were always on their backs or stunned, fury was low but there was no alternative and I enjoyed doing it. I spammed Fault so much, I ran out of end with speed boost lol (and all my attacks slotted only for acc and endredux IOs).

But that's a non-issue for a more balanced team, my 34 ss/fire can tank just fine with some support especially with footstomp now (I never had it, because I 'park' SS toons at 20ish.... SS is like, you get KO Blow at 8, feel awesome until like level 12 and.... feel meh until 32, for someone who isn't used to melee it's a chore - and I spent 38 levels of pure suck when it took 1 month to get to 38 with an ice/psi dom to get PSW and finally feel I was dealing damage, so it's not like I don't have patience).


 

Posted

Quote:
Originally Posted by Kioshi View Post
I have to level my claws/sr (30) to try some stupid stuff, since she's planned with Tough slotted, 24 hp/sec regen, 3.73/s recovery and 1852 hp with accos... plus Aid Self

(okay AoE is at 44.9% but I used 35 IOs, with 50s I'm sure I'd get the extra .1%)
Just posting cause I want to be able to easily find this thread when I am home tomorrow (going out as soon as i get home grr stupid late night work) cause I want to check this with the build that I have.

I've had a claw/regen, and have a claw/dark. The Claw/Regen I remade to the Claw/SR cause the combo is just so AWESOME. I can't imagine needing aid self at all with the final build. I had 2 builds made, the one is 45.7% defense to all 3, the other, which i'm going with cause he'll be regenerating a tic every 3 seconds like the regen which he was previously, staying in some theme :P, I believe is like 44.9% to melee/ranged and 44.8% to aoe, so close i'm not going to worry about those miniscule percentages it's off.

Is good on endurance, as mentioned not sure to the regen between both builds as far as percentage goes, just know the one is just over 220% after slotted health. HP is decent, 13-15% after bonuses. End is better than I'll need, just not sure on it if I'd be trying to solo AVs. But there is that new nifty recovery serum temp power that grants 100% recovery for 4 minutes Your's probably has more recovery than mine. Generally When I get to around 2 end/sec with all the end reduction I have slotted I don't find I need much more than that.

I'll check my build Saturday and see what I've got. I also have a fire/sr with similar stats that is very fun. I don't use purples, outside of the regen build on the claw/sr for the 16% regen in focus. Wish more purples had that regen bonus grr.


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Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Psiphon View Post
I've been considering making a resistance based armour (Electric or Dark) to use with Katana.
Any one know how the two would compare in regards to survivablilty and general performance?
I tried both with katana and anecdotal only, but in my experience they were pretty equal and I actually ended up liking electric slightly better. Dark has the more powerful heal and more utility, but electric has much easier endurance management, better recharge (lightning reflexes), and better resists. Probably more importantly, Electric has better areas of better resists. As in a lot of things throw around energy damage (3rd most common type you encounter after lethal/smash I believe). Having that easily capped instead of it being your biggest weakness (dark armor) makes up for a lot.

I haven't IO'd either out to any significant degree yet, this was just my experience with mostly normal slotting.


 

Posted

Hey Wind, just use the thread subscription feature

I know I'm doing too much with this claws/sr, she's already 'godlike' at level 30 since she has 33% melee/ranged and is softcapped with one small purple. All SOs except for the steadfast and a kismet.

But I'm building her to be unkillable. I'm already leveling a fm/sd for maximum carnage and maybe farming (who knows, I got a fire/kin to 50 the normal way when it took ages to level, loved him from 1 to 50 and farmed thrice because I found it boring lol - and IOed him, he has 35% s/l def).

And I'm also leveling a DB/Elec to be a killing machine on teams (38% melee def and 25% ranged), so with the claws/sr i want to be able to do stupid stuff like the crazy scrapperholics here. And since I was able to slot tough. add aid self and still get these numbers (plus 67.5% rech), why not go for it, ya know?


 

Posted

Quote:
Originally Posted by Kioshi View Post
Hey Wind, just use the thread subscription feature

I know I'm doing too much with this claws/sr, she's already 'godlike' at level 30 since she has 33% melee/ranged and is softcapped with one small purple. All SOs except for the steadfast and a kismet.

But I'm building her to be unkillable. I'm already leveling a fm/sd for maximum carnage and maybe farming (who knows, I got a fire/kin to 50 the normal way when it took ages to level, loved him from 1 to 50 and farmed thrice because I found it boring lol - and IOed him, he has 35% s/l def).

And I'm also leveling a DB/Elec to be a killing machine on teams (38% melee def and 25% ranged), so with the claws/sr i want to be able to do stupid stuff like the crazy scrapperholics here. And since I was able to slot tough. add aid self and still get these numbers (plus 67.5% rech), why not go for it, ya know?
Hehe, I hear that, though I find I get annoyed hittng aid self and wasting 2 power slots, not sure what you're skipping to do so cause my build is booked with the claws and SR powers, then PP and tough in the 40s.

Here i the regen build I was talking about:

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

Click this DataLink to open the build!

Claw SR Tough Regen: Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
Level 1: Focused Fighting -- S'dpty-Def/EndRdx(A), S'dpty-Def(5), DefBuff-I(5)
Level 2: Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(39)
Level 4: Agile -- LkGmblr-Def(A), LkGmblr-Rchg+(13), S'dpty-Def/Rchg(13), S'dpty-Def(17)
Level 6: Focused Senses -- S'dpty-Def/EndRdx(A), S'dpty-Def(7), DefBuff-I(7)
Level 8: Follow Up -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Dam%(40)
Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(29)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
Level 14: Super Jump -- Jump-I(A)
Level 16: Dodge -- DefBuff-I(A), DefBuff-I(17)
Level 18: Focus -- Dev'n-Dmg/Rchg(A), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(19), Apoc-Acc/Dmg/Rchg(21), Apoc-Dmg/EndRdx(37)
Level 20: Hurdle -- Jump-I(A)
Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(23), Numna-Heal(23), Heal-I(43), RgnTis-Regen+(48)
Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(34)
Level 26: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx/Rchg(48)
Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Rchg+(29)
Level 30: Spin -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(31), Sciroc-Dmg/Rchg(31), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(40), M'Strk-Dmg/EndRdx/Rchg(48)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(46)
Level 35: Evasion -- S'dpty-Def/EndRdx(A), S'dpty-Def(36), DefBuff-I(36)
Level 38: Quickness -- Run-I(A)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(45), Numna-Heal(45), P'Shift-EndMod(45), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc(46)
Level 47: Kick -- Acc-I(A)
Level 49: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/EndRdx/Rchg(50), Aegis-ResDam(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
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)
  • 8% Defense(Smashing)
  • 8% Defense(Lethal)
  • 10.5% Defense(Fire)
  • 10.5% Defense(Cold)
  • 7.69% Defense(Energy)
  • 7.69% Defense(Negative)
  • 3% Defense(Psionic)
  • 13% Defense(Melee)
  • 12.4% Defense(Ranged)
  • 13.3% Defense(AoE)
  • 27% Enhancement(Accuracy)
  • 21.3% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 205.8 HP (15.4%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Held) 8.8%
  • MezResist(Immobilize) 8.8%
  • 6.5% (0.11 End/sec) Recovery
  • 118% (6.6 HP/sec) Regeneration
  • 1.58% Resistance(Fire)
  • 1.58% Resistance(Cold)
  • 6.25% Resistance(Negative)
  • 15% RunSpeed



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Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Actually does get to 45% for melee, 44.8% for ranged and 44.7% for aoe, close enough. I do have another build that is 45.7% to all 3 types, with just a slight less (402% vs 430%) regen. So wish/wash but both are decent builds.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

boo

Quote:
Originally Posted by 2Sly4U View Post
had an idea for my main skills either dual blade,kitana or MA but still not sure on the secondaries so i'm lookin for advice for solo and good survival.
out of those 3... Katana paired with anything would give you some good survivavility. Inv, Regen and WP would probably be my top choices in that order regardless of what the below quote says


Quote:
Originally Posted by Werner View Post
I'll say Katana/Dark Armor (see sig and vids) or Katana/Willpower (Iggy Kamakaze has done a double RWZ challenge under a Pylon with his, then finished off the Pylon. He also solo'd an ITF with no temps, no inspirations, no deaths - no joke.)[/url]
Actually... took down the Pylon first then finished off the rest
hmmmm.... might have to record that since I finally got wegame working again after wiping out my computer. no more pron sites i swear


 

Posted

Quote:
Originally Posted by Werner View Post
Yeah, Dark Melee/Invulnerability has the highest survivability in its element, I'd say. Just started one red side. Hope they don't suck over there. I know so very little about red side.
<- ownver of 50 dm/inv brute.

Standing positional defenses in the 40% range. Though this will change with the Botz nerf.
Its stupidly powerful, and unless im a total idiot I cant die on the toon.

Soul drain and dark consumption do surprising amounts of damage when fury is full. Somewhat making up for dm/'s lack of AoE damage. Unfortunately their recharge is what it is.

This toon is easily able to be main battle tank on any team I play him on.


Quote:
Originally Posted by Shadow Ravenwolf View Post
My favorite combo is Faceplant/DebtCap with the TeamWipe Ancillary

Quote:
Originally Posted by Dispari View Post
Yeah, I like Blasters too.

 

Posted

Quote:
Originally Posted by Psiphon View Post
I've been considering making a resistance based armour (Electric or Dark) to use with Katana.
Any one know how the two would compare in regards to survivablilty and general performance?
Well, I have a Katana/Electric at 25 and like it so far. My guess would be /Dark for survivability because of the auras, /Electric for damage because of the recharge bonus and end recovery. A little oversimplified, but just my thoughts on the two.


They ALL float down here. When you're down here with us, you'll float too!

@Starflier

 

Posted

Quote:
Originally Posted by Windenergy21 View Post
Hehe, I hear that, though I find I get annoyed hittng aid self and wasting 2 power slots, not sure what you're skipping to do so cause my build is booked with the claws and SR powers, then PP and tough in the 40s.
Compared to your build I don't have Eviscerate and a travel power (NR+Hurdle+Quickness is awesome enough for me, even without Quickness I find myself using ninja run a lot on my old defender who has SJ, probably will respec him out of it). A bit lower regen, higher recov, little higher hp and higher recharge. Tough is early and Evasion/Lucky are late, I want this build capped for m/r at level 32 (since I'm using 35 IOs) since I consider AoE a lot less important especially before 40. AoE is 44.9% but with lvl 50 IOs I'd cap it.

Hero Plan by Mids' Hero Designer 1,703
http://www.cohplanner.com/

Click this DataLink to open the build!

X-24: Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Swipe -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Focused Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(7), LkGmblr-Rchg+(9), LkGmblr-Def/EndRdx/Rchg(36)
Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(19), Achilles-ResDeb%(21)
Level 4: Focused Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(9), LkGmblr-Rchg+(11), Ksmt-ToHit+(39)
Level 6: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(15)
Level 8: Follow Up -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(21), Mako-Dmg/Rchg(23), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Dam%(25)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(27), Numna-Heal/Rchg(27), Numna-Heal/EndRdx/Rchg(29), Numna-Heal(29), Numna-Regen/Rcvry+(31)
Level 16: Dodge -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(34), Dev'n-Acc/Dmg/EndRdx/Rchg(34), Dev'n-Acc/Dmg/Rchg(34), Dev'n-Hold%(36)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc(37), P'Shift-End%(39)
Level 22: Agile -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(33), LkGmblr-Rchg+(33)
Level 24: Quickness -- Run-I(A)
Level 26: Boxing -- KntkC'bat-Knock%(A)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A), HO:Ribo(46), HO:Ribo(46)
Level 30: Aid Other -- Heal-I(A)
Level 32: Shockwave -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx/Rng(39), Det'tn-Dmg/Rchg(40), Det'tn-Dmg/Rng(40), Det'tn-Acc/Dmg/EndRdx(40), KinCrsh-Rechg/EndRdx(42)
Level 35: Aid Self -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(42), Mrcl-Heal/Rchg(42), Mrcl-Heal(43), Mrcl-Heal/EndRdx/Rchg(43)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A)
Level 41: Evasion -- GftotA-Def/EndRdx(A), GftotA-Run+(43), GftotA-Def/EndRdx/Rchg(45), GftotA-Def(45)
Level 44: Lucky -- GftotA-Run+(A), GftotA-Def(45), DefBuff-I(46)
Level 47: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Rchg/EndRdx(50), GSFC-Build%(50)
Level 49: Physical Perfection -- Mrcl-Rcvry+(A), RgnTis-Regen+(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Posted

Quote:
Originally Posted by Riverdusk View Post
I tried both with katana and anecdotal only, but in my experience they were pretty equal and I actually ended up liking electric slightly better. Dark has the more powerful heal and more utility, but electric has much easier endurance management, better recharge (lightning reflexes), and better resists. Probably more importantly, Electric has better areas of better resists. As in a lot of things throw around energy damage (3rd most common type you encounter after lethal/smash I believe). Having that easily capped instead of it being your biggest weakness (dark armor) makes up for a lot.

I haven't IO'd either out to any significant degree yet, this was just my experience with mostly normal slotting.
Thanks for all the feedback guys.
I went with Electric in the end, I dont think it will be quite so good end game as Kat/Dark but it should be an easier ride.


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

Posted

Quote:
Originally Posted by Nihilii View Post
Can't say I agree on that one. For AV soloing, endurance management is key and DN costs a lot for a minimal return (-tohit is heavily resisted to the point of being negligible, and -dam, while nice, isn't that useful for the endurance cost). Gloom is a powerful attack in DPA but terrible DPE. Dark Consumption alone won't be enough - it's actually not even enough to sustain the normal Smite MG Smite SL chain for me, at least without making unacceptable sacrifices in other areas of the build.

I much prefer the Mu Striker, which can be summoned at range and adds about 30 DPS during its 4 minutes duration, all for a one time fee of 26 end. That's pretty much the textbook definition of endurance efficiency here.

Gloom and DN are best left to teaming (that said, I'd rather have E. Fences and Ball Lightning there) or taking on +4/x8 stuff.
IMO it depends on the toon. If you have the juice to run DN it can make you significantly more survivable. Gloom is a pretty beefy attack, but as you say it costs a lot. The widow has a ridiculous number of attacks and even debuffs regen a bit. If you have the endurance to support it Soul will definitely make you safer and faster than the other choices in a single target scenario.

Granted the widow is made of stuff weaker than tissue paper, but your agro generation can keep a target off of it. It will easily get wiped if it does aoe's like footstomp though.

As an example if AV is hitting for 1000 damage and you have 70% s/l res it would hit for 300 damage. If you slap him with DN (assuming he isn't resisting the debuff) it would reduce that attack down to 790 and you'd then resist it further down to 237. Of course that is the expected 21% difference, just drawn out, but it also can let you exceed the 90% damage reduction cap of resistances. An /ela facing energy damage w/ darkest night is more survivable than an ela tank in the same situation. Well probably pretty close to even cause the tank has a larger heal and more hp regen, but hopefully you get what I'm trying to say.

The other nice thing is that if you can generate any -res through something like Achilles if available to you it will make the -dam of DN a bit more powerful still. Nice little side bonus of not only increasing your damage, but also your survivability.


 

Posted

Definitely. I was strictly speaking about DM/inv. On something like /elec or /EA, for an AV soloer I'd pick and use both Gloom and DN and never think twice, for performance.


 

Posted

Quote:
Originally Posted by Kioshi View Post
Compared to your build I don't have Eviscerate and a travel power (NR+Hurdle+Quickness is awesome enough for me, even without Quickness I find myself using ninja run a lot on my old defender who has SJ, probably will respec him out of it). A bit lower regen, higher recov, little higher hp and higher recharge. Tough is early and Evasion/Lucky are late, I want this build capped for m/r at level 32 (since I'm using 35 IOs) since I consider AoE a lot less important especially before 40. AoE is 44.9% but with lvl 50 IOs I'd cap it.

Hero Plan by Mids' Hero Designer 1,703
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X-24: Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Swipe -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Focused Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(7), LkGmblr-Rchg+(9), LkGmblr-Def/EndRdx/Rchg(36)
Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(19), Achilles-ResDeb%(21)
Level 4: Focused Senses -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(9), LkGmblr-Rchg+(11), Ksmt-ToHit+(39)
Level 6: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-%Dam(15)
Level 8: Follow Up -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(21), Mako-Dmg/Rchg(23), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Dam%(25)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(27), Numna-Heal/Rchg(27), Numna-Heal/EndRdx/Rchg(29), Numna-Heal(29), Numna-Regen/Rcvry+(31)
Level 16: Dodge -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(34), Dev'n-Acc/Dmg/EndRdx/Rchg(34), Dev'n-Acc/Dmg/Rchg(34), Dev'n-Hold%(36)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(37), P'Shift-EndMod/Acc(37), P'Shift-End%(39)
Level 22: Agile -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(33), LkGmblr-Rchg+(33)
Level 24: Quickness -- Run-I(A)
Level 26: Boxing -- KntkC'bat-Knock%(A)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A), HO:Ribo(46), HO:Ribo(46)
Level 30: Aid Other -- Heal-I(A)
Level 32: Shockwave -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx/Rng(39), Det'tn-Dmg/Rchg(40), Det'tn-Dmg/Rng(40), Det'tn-Acc/Dmg/EndRdx(40), KinCrsh-Rechg/EndRdx(42)
Level 35: Aid Self -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(42), Mrcl-Heal/Rchg(42), Mrcl-Heal(43), Mrcl-Heal/EndRdx/Rchg(43)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A)
Level 41: Evasion -- GftotA-Def/EndRdx(A), GftotA-Run+(43), GftotA-Def/EndRdx/Rchg(45), GftotA-Def(45)
Level 44: Lucky -- GftotA-Run+(A), GftotA-Def(45), DefBuff-I(46)
Level 47: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Rchg/EndRdx(50), GSFC-Build%(50)
Level 49: Physical Perfection -- Mrcl-Rcvry+(A), RgnTis-Regen+(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run



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LOL, sorry, i guess I forgot to change that. My build doesn't use SJ either, but he has all 4 fitness powers. Wanted the kinda "natural" ish type feel, I honestly wouldn't need aid self so i'd never get it anyways. I love eviscerate So I couldn't do without it. And I wanted the fast feel during combat too on all fronts, and I really didn't have any other power I'd want that wouldn't take up slots anyways.

I'd still like the swift + quickness combat speed, but I suppose I could always get stealth, boost me past that like .2% under the cap I am to aoe, .1% to ranged, and a couple percentages over for debuffs meh. I'll play around with that but I really don't like the -speed stealth gives too. Really wish they'd get rid of that its pretty unnecessary and is just a bad QoL issue, especially since they nerfed its its defense But would give a cool stealth killer type feel.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Windenergy21 View Post
LOL, sorry, i guess I forgot to change that. My build doesn't use SJ either, but he has all 4 fitness powers. Wanted the kinda "natural" ish type feel, I honestly wouldn't need aid self so i'd never get it anyways. I love eviscerate So I couldn't do without it. And I wanted the fast feel during combat too on all fronts, and I really didn't have any other power I'd want that wouldn't take up slots anyways.

I'd still like the swift + quickness combat speed, but I suppose I could always get stealth, boost me past that like .2% under the cap I am to aoe, .1% to ranged, and a couple percentages over for debuffs meh. I'll play around with that but I really don't like the -speed stealth gives too. Really wish they'd get rid of that its pretty unnecessary and is just a bad QoL issue, especially since they nerfed its its defense But would give a cool stealth killer type feel.
Swift augments your speed so little I don't even find it worth, compared to hurdle's jump speed, but if you like it, keep it, NR would be even faster (but just a little) than my NR+Hurdle+Sprint+Quickness setup.

I also don't need Aid Self. My toon is level 30 and has 33% defs to m/r. I can pop a purple and she's softcapped to these two, and AoE is rare at this level.

I just want an unkillable machine to solo crazy stuff without insps when I get to level her to 50 and IO her.