How to softcap Fiery Aura?
You might have much, much better luck trying to farm with Spines or Electric Melee. Or Fire Melee.
Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.

Sounds reasonable, but I don't really care much for either sets. Maybe I will leave the farming for one of my other chars (thinking of lvling a Ill/Rad troller). In the meantime I still enjoy playing for BS/FA scrapper, and still need to know how to get him softcapped. Perhaps with parry I could omit some of the damned extra power pools? Getting 3 powers from both Fighting and Leaping is doing my head in.
Regardless if anyone have a softcapped ??/FA scrapper build please share. The GR changes to FA seems to have sparked quite a bit of new interest for the set so I'm sure many people would appreciate that kind of information. Even if I'm wrong about that, I certainly would
Maybe being softcapped is counter productive for /FA farming
ROTP is a pretty good AOE
Srsly though - if you used Soul Mastery/Shadow meld+Parry softcap to melee/lethal wouldn't be hard even with SOs
Same Dark Concept - less filling
Ok starting to understand that Shadowmeld is really ****ing good, but I was hoping to stay on the straight and narrow with this particular character. Any other choices than Shadowmeld (for the heroic ones of us :P)?
If farming is really what you want to do, I would strongly suggest picking a more agriculturally friendly combination.
Spines scrappers (Fire, Dark, Elec), Fire/SD or Elec/SD scrappers, Fire/Rad or Fire/Kin controllers are all valid possibilities to consider. There are several Dominator and Brute combinations that work quite well also.
Hi guys I was wondering if anyone had good solid builds of a def capped FA scrapper?
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You probably won't have much luck softcapping /FA for defense, since it's a resistance-based set.
If you're looking to softcap some def, you could give Super Reflexes a shot. But there's good resistance in /FA too.
Most farming Power combinations for Scrappers are more AoE-oriented. You're halfway there with /FA. but maybe, for more AoE, give Spines, or Fire Melee, or Dual Blades, or Electric Melee a go.
Here's my tank, you'll have to work harder at it but you might be able to get some ideas from my build. The key is getting as many Kinetic Combats in there that you can, which will be expensive, and also not gimping your attack chain in trying soo hard for the defense. My build worked IMO, he's as sturdy as they come, softcapped to S/L and big time resists plus a top notch heal.
And don't worry about the primary if you like the sword more, sure there are some better choices out there for optimum farming, but you're going to be staring at that toon for some long boring stetches of time, chose something you enjoy. I enjoy my BS/SD toon for farming almost as much as my ElM/SD guy.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Cherokee Sun - Super Build: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Battle Axe
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(43), S'fstPrt-ResKB(43), S'fstPrt-ResDam/Def+(45)
Level 1: Beheader -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 2: Healing Flames -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/Rchg(45), Numna-Heal/EndRdx/Rchg(46), Numna-Heal/Rchg(46)
Level 4: Gash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(42)
Level 6: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(7), LkGmblr-Rchg+(7)
Level 8: Consume -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc(9), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/Acc/Rchg(11)
Level 10: Hurdle -- Jump-I(A)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(13), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(17)
Level 14: Health -- RgnTis-Regen+(A), Numna-Heal(15), Numna-Regen/Rcvry+(15)
Level 16: Super Jump -- Zephyr-ResKB(A)
Level 18: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(19), KntkC'bat-Knock%(21)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(42)
Level 22: Swoop -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25), Hectmb-Acc/Dmg/Rchg(46)
Level 24: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(25), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Dam%(34), M'Strk-Dmg/EndRdx(34)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(27), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(33)
Level 28: Whirling Axe -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-Dmg/Rchg(29), C'ngBlow-Acc/Dmg(31), C'ngBlow-Dmg/Rchg(31), C'ngBlow-Acc/Rchg(48)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(34), LkGmblr-Rchg+(37)
Level 32: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(37), Mocking-Rchg(40), Mocking-Acc/Rchg(50)
Level 35: Cleave -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), Erad-Dmg(36), Sciroc-Acc/Dmg/EndRdx(37)
Level 38: Pendulum -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), C'ngBlow-Acc/Dmg(39), C'ngBlow-Dmg/Rchg(40), C'ngBlow-Acc/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(50)
Level 47: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
Level 49: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Knock%(45)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 0: Ninja Run
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A Fire/Fire with Smashing/Lethal soft-capped and decent Melee Defense (40%~) with a good amount of global Recharge (47.5%). Endurance should be sustainable indefinitely (Focused Accuracy or Maneuvers are set mules, but might be offset by continual use of Consume). Healing Flames Recharge at 16 seconds. Makes use of the new and improved Burn, which Recharges at 10~ seconds. Good amount of Accuracy, but not great (+45% global).
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Sacred Fire: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Scorch
- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (3) Kinetic Combat - Damage/Recharge
- (5) Kinetic Combat - Damage/Endurance/Recharge
- (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (37) Reactive Armor - Resistance/Recharge
- (46) Reactive Armor - Resistance/Endurance/Recharge
- (48) Reactive Armor - Resistance
- (A) Kinetic Combat - Accuracy/Damage
- (7) Kinetic Combat - Damage/Endurance
- (7) Kinetic Combat - Damage/Recharge
- (11) Kinetic Combat - Damage/Endurance/Recharge
- (13) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Doctored Wounds - Endurance/Recharge
- (13) Doctored Wounds - Heal/Recharge
- (15) Doctored Wounds - Heal/Endurance/Recharge
- (17) Doctored Wounds - Heal
- (17) Doctored Wounds - Recharge
- (A) Run Speed IO
- (A) Luck of the Gambler - Recharge Speed
- (9) Karma - Knockback Protection
- (9) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Steadfast Protection - Resistance/+Def 3%
- (11) Steadfast Protection - Knockback Protection
- (A) Rectified Reticle - To Hit Buff
- (46) Rectified Reticle - To Hit Buff/Recharge
- (A) Miracle - +Recovery
- (15) Numina's Convalescence - +Regeneration/+Recovery
- (A) Reactive Armor - Resistance/Endurance
- (43) Reactive Armor - Resistance/Recharge
- (43) Reactive Armor - Resistance/Endurance/Recharge
- (43) Reactive Armor - Resistance
- (A) Obliteration - Damage
- (19) Obliteration - Accuracy/Recharge
- (19) Obliteration - Damage/Recharge
- (23) Obliteration - Accuracy/Damage/Recharge
- (23) Obliteration - Accuracy/Damage/Endurance/Recharge
- (25) Obliteration - Chance for Smashing Damage
- (A) Performance Shifter - EndMod
- (21) Performance Shifter - EndMod/Recharge
- (21) Performance Shifter - EndMod/Accuracy
- (37) Performance Shifter - Chance for +End
- (A) Kinetic Combat - Accuracy/Damage
- (40) Kinetic Combat - Damage/Endurance
- (42) Kinetic Combat - Damage/Recharge
- (42) Kinetic Combat - Damage/Endurance/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (25) Reactive Armor - Resistance/Recharge
- (45) Reactive Armor - Resistance/Endurance/Recharge
- (46) Reactive Armor - Resistance
- (A) Kinetic Combat - Accuracy/Damage
- (27) Kinetic Combat - Damage/Endurance
- (27) Kinetic Combat - Damage/Recharge
- (36) Kinetic Combat - Damage/Endurance/Recharge
- (37) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Luck of the Gambler - Defense/Endurance
- (29) Luck of the Gambler - Defense/Recharge
- (29) Luck of the Gambler - Defense
- (31) Luck of the Gambler - Recharge Speed
- (A) Obliteration - Damage
- (31) Obliteration - Accuracy/Recharge
- (31) Obliteration - Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (36) Obliteration - Chance for Smashing Damage
- (A) Kinetic Combat - Accuracy/Damage
- (33) Kinetic Combat - Damage/Endurance
- (33) Kinetic Combat - Damage/Recharge
- (33) Kinetic Combat - Damage/Endurance/Recharge
- (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (36) Recharge Reduction IO
- (A) Obliteration - Damage
- (39) Obliteration - Accuracy/Recharge
- (39) Obliteration - Damage/Recharge
- (39) Obliteration - Accuracy/Damage/Recharge
- (40) Obliteration - Accuracy/Damage/Endurance/Recharge
- (40) Obliteration - Chance for Smashing Damage
- (A) Rectified Reticle - To Hit Buff
- (42) Rectified Reticle - To Hit Buff/Recharge
- (A) Performance Shifter - EndMod
- (45) Performance Shifter - EndMod/Recharge
- (45) Performance Shifter - Chance for +End
- (A) Obliteration - Damage
- (48) Obliteration - Accuracy/Recharge
- (48) Obliteration - Damage/Recharge
- (50) Obliteration - Accuracy/Damage/Recharge
- (50) Obliteration - Accuracy/Damage/Endurance/Recharge
- (50) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl
- (A) Accuracy IO
- (A) Run Speed IO
- (A) Recharge Reduction IO
Level 6: Ninja Run
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Playstation 3 - XBox 360 - Wii - PSP
Remember kids, crack is whack!
Samuel_Tow: Your avatar is... I think I like it

soft-capping defense on a bs/fire probably isn't the best route to take. Soft-capping /fire at all is pretty much more of a novelty than anything. Since you have no debuff protection, all it takes is a couple of hits from something with defense debuffs to start the cascade failure, then your hundreds of millions of inf worth of IOs suddenly become useless. It's true that you'll have the res from /Fire to fall back on, but why bother building something that can be shut down so quickly?
Let alone all of the lame-duck power choices you'll be making just to slot the stuff you need to soft-cap.
Building for massive +recharge, +hp, +regen and +rec would probably be more useful overall. Fire benefits from all of these. The recharge will get HF back sooner, and the +HP means you'll be healing for more each time as well as regening HP at a greater rate. Recharge will also keep your APP AoE recharging quicker, which is what you'll need in order to make up for BS's relative lack of AoE.
Also, since I assume you'll be farming at x8 enemies, inspirations are going to be dropping on you like rain. You'll always be running around with several reds, purples, and oranges, as well as having plenty of greens in your tray in case you need them. My strategy is to mash f1-f5 after every spawn to use up every inspiration I get and there is rarely a time I'm not cruising around with around 50% extra defense from purples.
I don't have a build for your off-hand, but hopefully this advice will prove useful.
Culex's resistance guide
Healing Flames heals you for a % based on your max HP. The more HP you have, the higher your max HP, the greater the heal. Unless I'm not understanding how HF works or something.
Healing Flames heals you for a % based on your max HP. The more HP you have, the higher your max HP, the greater the heal. Unless I'm not understanding how HF works or something.
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Regeneration benefits from +max hp; heals are based on your base hitpoints.
Otherwise, my +max hp to the exclusion of all other bonuses Kat/Fire scrapper would be even more awesome.
Comrade Smersh, KGB Special Section 8 50 Inv/Fire, Fire/Rad, BS/WP, SD/SS, AR/EM
Other 50s: Plant/Thorn, Bots/Traps, DB/SR, MA/Regen, Rad/Dark - All on Virtue.

Oh ok. Thought heals worked off max HP not base HP. Now I know!
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Here's a Soft-Capped S/L F/F/F Scrapper, that relys on Consume though. I don't know if you'd want to but you could
[*]10% DamageBuff(Lethal)[*]10% DamageBuff(Fire)[*]10% DamageBuff(Cold)[*]10% DamageBuff(Energy)[*]10% DamageBuff(Negative)[*]10% DamageBuff(Toxic)[*]10% DamageBuff(Psionic)[*]37.7% Defense(Smashing)[*]37.7% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]5.5% Defense(Energy)[*]5.5% Defense(Negative)[*]3% Defense(Psionic)[*]28.3% Defense(Melee)[*]4.25% Defense(Ranged)[*]3% Defense(AoE)[*]48.8% Enhancement(RechargeTime)[*]3% Enhancement(Immobilize)[*]33% Enhancement(Accuracy)[*]5% FlySpeed[*]180.7 HP (13.5%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Immobilize) 16%[*]MezResist(Stun) 4.4%[*]12% (0.2 End/sec) Recovery[*]16% (0.89 HP/sec) Regeneration[*]1.58% Resistance(Smashing) (in PvP)[*]1.58% Resistance(Lethal) (in PvP)[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]1.88% Resistance(Negative)[*]5% RunSpeed[/list]
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Hi guys I was wondering if anyone had good solid builds of a def capped FA scrapper?
I might matter, it might not, but my primary is Broadsword (I imagine parry might make it cheaper?). But I'd love the input from anyone who has some knowledge of FA. Elec Def set might work analogue to Fire? I heard they are quite similar in many regards.
Also I would like to use the BS/FA scrapper for farming. So I was thinking of grabbing Darkness as APP to get TenabTentacles and Dark Torrent, for more AoE (And will fit well with my RP aspect of the char), but with Tough, Weave and Combat Jump all in there I don't seem to have room for the APP at all lol. Oh one last thing. A more philosophical question if you will... How much do I need softcap for a farming scrapper of BS/FA? I realize of course that more survivablity can only be good, but not at any cost. So please, what have you all done on your farming scrappers?