Spines/Fire build


ClawsandEffect

 

Posted

What do you guys think? Total of 38% melee def and 50% global recharge. No purples used.

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Mercury Missile: Level 50 Science Scrapper
Primary Power Set: Spines
Secondary Power Set: Fiery Aura
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Lunge

  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (3) Kinetic Combat - Damage/Endurance: Level 35
  • (11) Kinetic Combat - Damage/Endurance/Recharge: Level 35
  • (15) Kinetic Combat - Damage/Recharge: Level 35
  • (36) Kinetic Combat - Knockdown Bonus: Level 35
Level 1: Fire Shield
  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (5) Reactive Armor - Resistance/Recharge: Level 40
  • (13) Reactive Armor - Resistance/Endurance/Recharge: Level 40
  • (37) Reactive Armor - Resistance: Level 40
Level 2: Spine Burst
  • (A) Obliteration - Damage: Level 50
  • (3) Obliteration - Accuracy/Recharge: Level 50
  • (7) Obliteration - Damage/Recharge: Level 50
  • (13) Obliteration - Accuracy/Damage/Recharge: Level 50
  • (34) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
  • (46) Obliteration - Chance for Smashing Damage: Level 50
Level 4: Healing Flames
  • (A) Numina's Convalescence - Heal/Endurance: Level 50
  • (5) Numina's Convalescence - Endurance/Recharge: Level 40
  • (11) Numina's Convalescence - Heal/Recharge: Level 50
  • (37) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
  • (42) Numina's Convalescence - Heal: Level 50
  • (46) Numina's Convalescence - +Regeneration/+Recovery: Level 50
Level 6: Build Up
  • (A) Recharge Reduction IO: Level 50
  • (7) Recharge Reduction IO: Level 50
Level 8: Impale
  • (A) Enfeebled Operation - Accuracy/Recharge: Level 40
  • (9) Enfeebled Operation - Endurance/Immobilize: Level 40
  • (9) Enfeebled Operation - Accuracy/Endurance: Level 40
  • (15) Enfeebled Operation - Immobilize/Range: Level 40
  • (37) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 40
  • (50) Enfeebled Operation - Accuracy/Immobilize: Level 50
Level 10: Boxing
  • (A) Accuracy IO: Level 50
Level 12: Swift
  • (A) Run Speed IO: Level 50
Level 14: Health
  • (A) Miracle - +Recovery: Level 40
Level 16: Plasma Shield
  • (A) Steadfast Protection - Resistance/Endurance: Level 30
  • (17) Steadfast Protection - Resistance/+Def 3%: Level 30
  • (17) Steadfast Protection - Knockback Protection: Level 30
Level 18: Quills
  • (A) Obliteration - Damage: Level 50
  • (19) Obliteration - Accuracy/Recharge: Level 50
  • (19) Obliteration - Damage/Recharge: Level 50
  • (21) Obliteration - Accuracy/Damage/Recharge: Level 50
  • (40) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
  • (46) Obliteration - Chance for Smashing Damage: Level 50
Level 20: Stamina
  • (A) Performance Shifter - EndMod: Level 50
  • (21) Performance Shifter - EndMod/Recharge: Level 50
  • (50) Performance Shifter - Chance for +End: Level 50
Level 22: Blazing Aura
  • (A) Obliteration - Damage: Level 50
  • (23) Obliteration - Accuracy/Recharge: Level 50
  • (23) Obliteration - Damage/Recharge: Level 50
  • (25) Obliteration - Accuracy/Damage/Recharge: Level 50
  • (39) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
  • (45) Obliteration - Chance for Smashing Damage: Level 50
Level 24: Consume
  • (A) Scirocco's Dervish - Accuracy/Damage: Level 50
  • (25) Scirocco's Dervish - Damage/Endurance: Level 50
  • (31) Scirocco's Dervish - Damage/Recharge: Level 50
  • (40) Scirocco's Dervish - Accuracy/Recharge: Level 50
  • (42) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
  • (43) Scirocco's Dervish - Chance of Damage(Lethal): Level 50
Level 26: Ripper
  • (A) Obliteration - Damage: Level 50
  • (27) Obliteration - Accuracy/Recharge: Level 50
  • (27) Obliteration - Damage/Recharge: Level 50
  • (31) Obliteration - Accuracy/Damage/Recharge: Level 50
  • (34) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
  • (43) Obliteration - Chance for Smashing Damage: Level 50
Level 28: Burn
  • (A) Obliteration - Damage: Level 50
  • (29) Obliteration - Accuracy/Recharge: Level 50
  • (29) Obliteration - Damage/Recharge: Level 50
  • (34) Obliteration - Accuracy/Damage/Recharge: Level 50
  • (40) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
  • (43) Obliteration - Chance for Smashing Damage: Level 50
Level 30: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (31) Recharge Reduction IO: Level 50
Level 32: Throw Spines
  • (A) Positron's Blast - Accuracy/Damage: Level 50
  • (33) Positron's Blast - Damage/Endurance: Level 50
  • (33) Positron's Blast - Damage/Recharge: Level 50
  • (33) Positron's Blast - Damage/Range: Level 50
  • (36) Positron's Blast - Accuracy/Damage/Endurance: Level 50
Level 35: Fiery Embrace
  • (A) Recharge Reduction IO: Level 50
  • (36) Recharge Reduction IO: Level 50
Level 38: Tough
  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (39) Reactive Armor - Resistance/Recharge: Level 40
  • (39) Reactive Armor - Resistance/Endurance/Recharge: Level 40
  • (45) Reactive Armor - Resistance: Level 40
Level 41: Weave
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (42) Luck of the Gambler - Defense: Level 50
  • (48) Luck of the Gambler - Defense/Endurance: Level 50
Level 44: Conserve Power
  • (A) Recharge Reduction IO: Level 50
  • (45) Recharge Reduction IO: Level 50
Level 47: Physical Perfection
  • (A) Performance Shifter - EndMod: Level 50
  • (48) Performance Shifter - EndMod/Recharge: Level 50
  • (48) Performance Shifter - Chance for +End: Level 50
Level 49: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (50) Luck of the Gambler - Defense: Level 50
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Critical Hit
Level 2: Ninja Run
------------
Set Bonus Totals:
  • 15% DamageBuff(Smashing)
  • 15% DamageBuff(Lethal)
  • 15% DamageBuff(Fire)
  • 15% DamageBuff(Cold)
  • 15% DamageBuff(Energy)
  • 15% DamageBuff(Negative)
  • 15% DamageBuff(Toxic)
  • 15% DamageBuff(Psionic)
  • 22.7% Defense(Smashing)
  • 22.7% Defense(Lethal)
  • 4.56% Defense(Fire)
  • 4.56% Defense(Cold)
  • 7.38% Defense(Energy)
  • 7.38% Defense(Negative)
  • 6.13% Defense(Psionic)
  • 29.3% Defense(Melee)
  • 8% Defense(Ranged)
  • 6.13% Defense(AoE)
  • 50% Enhancement(RechargeTime)
  • 3% Enhancement(Immobilize)
  • 45% Enhancement(Accuracy)
  • 6% Enhancement(Heal)
  • 15% FlySpeed
  • 130.5 HP (9.75%) HitPoints
  • 15% JumpHeight
  • 15% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 3.3%
  • MezResist(Immobilize) 4.95%
  • MezResist(Stun) 11%
  • 4% (0.07 End/sec) Recovery
  • 42% (2.35 HP/sec) Regeneration
  • 1.58% Resistance(Fire)
  • 1.58% Resistance(Cold)
  • 5% Resistance(Negative)
  • 15% RunSpeed
------------
Set Bonuses:
Kinetic Combat
(Lunge)
  • MezResist(Immobilize) 2.75%
  • 20.1 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
  • 5% RunSpeed, 5% FlySpeed, 5% JumpSpeed, 5% JumpHeight
Reactive Armor
(Fire Shield)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Obliteration
(Spine Burst)
  • 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)
Numina's Convalescence
(Healing Flames)
  • 12% (0.67 HP/sec) Regeneration
  • 25.1 HP (1.87%) HitPoints
  • 6% Enhancement(Heal)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Enfeebled Operation
(Impale)
  • 3% Enhancement(Immobilize)
  • 1.88% Resistance(Negative)
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.75% Enhancement(RechargeTime)
  • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Steadfast Protection
(Plasma Shield)
  • 1.5% (0.03 End/sec) Recovery
  • 20.1 HP (1.5%) HitPoints
  • 3% Defense(All)
  • Knockback Protection (Mag -4)
Obliteration
(Quills)
  • 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)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 25.1 HP (1.87%) HitPoints
Obliteration
(Blazing Aura)
  • 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)
Scirocco's Dervish
(Consume)
  • 10% (0.56 HP/sec) Regeneration
  • 3.13% Resistance(Negative)
  • 9% Enhancement(Accuracy)
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
  • 3.13% Defense(Psionic)
Obliteration
(Ripper)
  • 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
(Burn)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Positron's Blast
(Throw Spines)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
  • 6.25% Enhancement(RechargeTime)
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)
Luck of the Gambler
(Weave)
  • 10% (0.56 HP/sec) Regeneration
  • 15.1 HP (1.12%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Performance Shifter
(Physical Perfection)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 25.1 HP (1.87%) HitPoints
Luck of the Gambler
(Combat Jumping)
  • 10% (0.56 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)



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Posted

TBH it fails. That def is not high enough to counter the games hit RNG. Why are you going for def on a res set when you have so little res? 50% rechage lolwut that is ubber low. That toon will be about as useful as this cam.


 

Posted

Quote:
Originally Posted by DarkThingy View Post
TBH it fails. That def is not high enough to counter the games hit RNG.
And how much defense exactly is? 38% defense will remove 76% of incoming melee damage, which is close to 76% incoming damage for a scrapper. Not too shabby I think.

Quote:
Why are you going for def on a res set when you have so little res?
Going for def is useful for just about any build. I wouldn't sacrifice my resistances for it, though.

Quote:
50% rechage lolwut that is ubber low.
I don't think it's at all "lolwut ubber low". It's about one and a half SO's worth of recharge on all powers. On top of their slotted rech. Not the best you could get for an unlimited budget, but better than decent.

Quote:
That toon will be about as useful as this cam.
Instead of crapping on top of the OP's build with unhelpful comments, you could show them a build which you think is "lolwut ubber high" on recharge and useful.


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

Quote:
Originally Posted by DarkThingy View Post
TBH it fails. That def is not high enough to counter the games hit RNG. Why are you going for def on a res set when you have so little res? 50% rechage lolwut that is ubber low. That toon will be about as useful as this cam.
Since you're apparently the best scrapper builder that ever lived, how about you show us n00bs how it's done.

Or do you just like laughing at people's builds, knowing you can't do any better?


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

 

Posted

50% global recharge is fine, Spines doesn't require a lot of recharge to be effective. Also, here's something that some people don't get, you don't need softcapped defense. The 38% defense will make a HUGE difference and it's one purple away from being over the softcap. The build is endurance heavy with all those Obliterations, but CP, PP, and Consume should offset that.

A few things I would change is to slot Obliterations in Consume since end doesn't matter in that power. If you do that, you can slot either Quills or Blazing Aura with Multi Strike's for better end reduction and the defense bonuses. Maybe take the second slot out of CJ and put another one in Hasten, don't need the defense or regen it's providing now.


[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]

 

Posted

Well if you want a different perspective here's the build I'm using. I've got a level 50 that I worked up solo in the AE. The main difference is I didn't worry about increasing defense. To be honest most of the time enemy groups don't live long enough for defense to matter. Yes my build uses purple sets.

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Lunge

  • (A) Hecatomb - Damage
  • (7) Hecatomb - Damage/Recharge
  • (40) Hecatomb - Accuracy/Damage/Recharge
  • (45) Hecatomb - Accuracy/Recharge
  • (46) Hecatomb - Damage/Endurance
Level 1: Fire Shield
  • (A) Impervium Armor - Resistance/Endurance
  • (17) Impervium Armor - Resistance/Recharge
  • (27) Impervium Armor - Endurance/Recharge
  • (34) Impervium Armor - Resistance/Endurance/Recharge
  • (37) Impervium Armor - Resistance
Level 2: Spine Burst
  • (A) Armageddon - Damage
  • (3) Armageddon - Damage/Recharge
  • (3) Armageddon - Accuracy/Damage/Recharge
  • (7) Armageddon - Accuracy/Recharge
  • (13) Armageddon - Damage/Endurance
  • (15) Armageddon - Chance for Fire Damage
Level 4: Blazing Aura
  • (A) Obliteration - Damage
  • (5) Obliteration - Accuracy/Recharge
  • (5) Obliteration - Damage/Recharge
  • (13) Obliteration - Accuracy/Damage/Recharge
  • (15) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (17) Obliteration - Chance for Smashing Damage
Level 6: Healing Flames
  • (A) Doctored Wounds - Heal/Endurance
  • (42) Doctored Wounds - Heal/Recharge
  • (42) Doctored Wounds - Heal/Endurance/Recharge
  • (42) Doctored Wounds - Heal
  • (43) Doctored Wounds - Recharge
Level 8: Impale
  • (A) Apocalypse - Damage
  • (9) Apocalypse - Damage/Recharge
  • (9) Apocalypse - Accuracy/Damage/Recharge
  • (45) Apocalypse - Accuracy/Recharge
  • (46) Apocalypse - Damage/Endurance
Level 10: Build Up
  • (A) HamiO:Membrane Exposure
  • (11) HamiO:Membrane Exposure
  • (11) HamiO:Membrane Exposure
Level 12: Hurdle
  • (A) Jumping IO
Level 14: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (40) Miracle - +Recovery
Level 16: Plasma Shield
  • (A) Impervium Armor - Resistance/Endurance
  • (27) Impervium Armor - Resistance/Recharge
  • (31) Impervium Armor - Endurance/Recharge
  • (34) Impervium Armor - Resistance/Endurance/Recharge
  • (37) Impervium Armor - Resistance
Level 18: Quills
  • (A) Obliteration - Damage
  • (19) Obliteration - Accuracy/Recharge
  • (19) Obliteration - Damage/Recharge
  • (23) Obliteration - Accuracy/Damage/Recharge
  • (23) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (37) Obliteration - Chance for Smashing Damage
Level 20: Stamina
  • (A) Endurance Modification IO
  • (21) Endurance Modification IO
  • (21) Endurance Modification IO
Level 22: Consume
  • (A) Accuracy IO
Level 24: Hasten
  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO
  • (25) Recharge Reduction IO
Level 26: Ripper
  • (A) Obliteration - Damage
  • (43) Obliteration - Accuracy/Recharge
  • (43) Obliteration - Damage/Recharge
  • (45) Obliteration - Accuracy/Damage/Recharge
  • (46) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (50) Obliteration - Chance for Smashing Damage
Level 28: Burn
  • (A) Obliteration - Damage
  • (29) Obliteration - Accuracy/Recharge
  • (29) Obliteration - Damage/Recharge
  • (31) Obliteration - Accuracy/Damage/Recharge
  • (31) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (36) Obliteration - Chance for Smashing Damage
Level 30: Boxing
  • (A) Accuracy IO
Level 32: Tough
  • (A) Impervium Armor - Resistance/Endurance
  • (33) Impervium Armor - Resistance/Recharge
  • (33) Impervium Armor - Endurance/Recharge
  • (33) Impervium Armor - Resistance/Endurance/Recharge
  • (34) Impervium Armor - Resistance
  • (50) Steadfast Protection - Knockback Protection
Level 35: Fiery Embrace
  • (A) Recharge Reduction IO
  • (36) Recharge Reduction IO
  • (36) Recharge Reduction IO
Level 38: Rise of the Phoenix
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (39) Scirocco's Dervish - Damage/Endurance
  • (39) Scirocco's Dervish - Damage/Recharge
  • (39) Scirocco's Dervish - Accuracy/Recharge
  • (40) Scirocco's Dervish - Accuracy/Damage/Endurance
Level 41: Char
  • (A) Lockdown - Chance for +2 Mag Hold
Level 44: Melt Armor
  • (A) Accuracy IO
Level 47: Fire Ball
  • (A) Ragnarok - Damage
  • (48) Ragnarok - Damage/Recharge
  • (48) Ragnarok - Accuracy/Damage/Recharge
  • (48) Ragnarok - Accuracy/Recharge
  • (50) Ragnarok - Damage/Endurance
Level 49: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Critical Hit
Level 2: Ninja Run
------------
Set Bonus Totals:
  • 16% DamageBuff(Smashing)
  • 16% DamageBuff(Lethal)
  • 16% DamageBuff(Fire)
  • 16% DamageBuff(Cold)
  • 16% DamageBuff(Energy)
  • 16% DamageBuff(Negative)
  • 16% DamageBuff(Toxic)
  • 16% DamageBuff(Psionic)
  • 7.5% Defense(Smashing)
  • 7.5% Defense(Lethal)
  • 1.56% Defense(Fire)
  • 1.56% Defense(Cold)
  • 5.63% Defense(Psionic)
  • 15% Defense(Melee)
  • 3.13% Defense(AoE)
  • 6.75% Max End
  • 4% Enhancement(Heal)
  • 90% Enhancement(Accuracy)
  • 72.5% Enhancement(RechargeTime)
  • 40.2 HP (3%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 8.25%
  • MezResist(Stun) 8.8%
  • MezResist(Terrorized) 2.2%
  • 19.5% (0.33 End/sec) Recovery
  • 26% (1.45 HP/sec) Regeneration
  • 8.82% Resistance(Fire)
  • 8.82% Resistance(Cold)
  • 3.13% Resistance(Negative)
  • 5% Resistance(Toxic)


Work in progress no more. I have decided that I'm going to put my worst spelling errors here. Triage Bacon, Had this baster idea, TLR

"I'm going to beat the Jesus out of Satan!" My Wife while playing Dante's Inferno

 

Posted

Quote:
Originally Posted by DarkThingy View Post
TBH it fails. That def is not high enough to counter the games hit RNG. Why are you going for def on a res set when you have so little res? 50% rechage lolwut that is ubber low. That toon will be about as useful as this cam.
Stop being a putz. 38% on a character which has a resistance based armor is by no means shabby. And 50% global recharge isn't low.

I haven't looked at the OP's build, but I am curious as to what you consider a "good" build. Typically, having 30% defense on a resistance build is considered pretty good, as your resistance absorbs anything that gets past the defense. Further, it's also difficult to build for both defense and recharge since the sets that give both (with one or two exceptions) tend to be mutually exclusive.


 

Posted

Okay, these are just some of my opinions, I by no means consider myself a master...

But... I look at this, and I think your shooting yourself in the foot.

Impale is one of your single target attacks. You don't have a lot of those, so you need every one you can get! I can appreciate that Enfeebled Operation give you 3.13% more melee defense... but I'm not sure that's significant enough to warrant not slotting it AS an attack!

Similarly, the damage from Consume is minor. On an End heavy build like this, you need to slot up its End Mod, more than its damage.

A full set of Numina's Convalescences? In Healing Flame? The ranged defense you get from the set isn't worth it. Move one slot to health, and pop the unique in there. Use 5 Doctored Wounds in Healing Flame.

Consider investing in the Gladiator's Armor's +3% Def Unique. With the Hero/Villain merits system, it is no longer laughably impossible to get it, just... tedious as you run the same missions over and over to get the merits you need for it.

You're wasting a lot of possible bonuses with this build. Again, I know, you REALLY want that melee defense... but you are wasting, at the very least, one 9% to-hit bonus in this build.

I take it this isn't supposed to be a leveling build, right? Because if it is, you need to take Combat Jumping much, much sooner!

Finally, I just personally can't see playing such an End-heavy toon. You may want to consider sacrificing some of your defense to bolster end drain, and bring up your resistances (28% Energy resistance? That's a serious hole!) I think you should still be able to eke out around 30% Melee & S/L defense...


-This Space Intentionally Left Blank.-

 

Posted

Quote:
Originally Posted by OneWhoBinds View Post

Impale is one of your single target attacks. You don't have a lot of those, so you need every one you can get! I can appreciate that Enfeebled Operation give you 3.13% more melee defense... but I'm not sure that's significant enough to warrant not slotting it AS an attack!
This I agree with very much. Impale hits hard enough that you're going to want to slot it to actually deal damage.

Quote:
Similarly, the damage from Consume is minor. On an End heavy build like this, you need to slot up its End Mod, more than its damage.
I would slot this with Obliteration. Chances are you will be in a large spawn when you fire this power off, so the new and improved Consume can easily be made Perma with your build. (Recovery is increased for 120 seconds, putting Oblits in it drops the recharge down to 72 seconds)

Quote:
A full set of Numina's Convalescences? In Healing Flame? The ranged defense you get from the set isn't worth it. Move one slot to health, and pop the unique in there. Use 5 Doctored Wounds in Healing Flame.
I would do exactly this.

Quote:
Consider investing in the Gladiator's Armor's +3% Def Unique. With the Hero/Villain merits system, it is no longer laughably impossible to get it, just... tedious as you run the same missions over and over to get the merits you need for it.
Meh, if you want to spend the time on it, go for it. I wouldn't consider it a must have though.

Quote:
You're wasting a lot of possible bonuses with this build. Again, I know, you REALLY want that melee defense... but you are wasting, at the very least, one 9% to-hit bonus in this build.
There are a lot of 9% accuracy bonuses in sets. I routinely "waste" one or two while chasing other bonuses. If there is nothing you need more from those slots I wouldn't consider it a big deal.

Quote:
I take it this isn't supposed to be a leveling build, right? Because if it is, you need to take Combat Jumping much, much sooner!
I concur.

Quote:
Finally, I just personally can't see playing such an End-heavy toon. You may want to consider sacrificing some of your defense to bolster end drain, and bring up your resistances (28% Energy resistance? That's a serious hole!) I think you should still be able to eke out around 30% Melee & S/L defense...
Yes to the bolstering of the resistance. I'd slap a set of Reactive Armor in Plasma Shield, and pick up Temperature Protection. Temperature Protection will give you a convenient place for a Res/Def and KB Protection without gimping anything else to do it.

See my above comment about Consume. It provides +Recovery for 2 minutes after you fire it off, so with the amount of recharge that build is packing, you should be able to perma it easily, and stack it for nearly a minute (assuming it DOES stack, I have no idea as I haven't logged my spines/fire in yet to find out) With that ability, the end problems disappear nicely.


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

 

Posted

Quick question, would the Performance Shifter proc in Consume be a good investment? To me that seems like a better use of that slot then a sixth Scirocco's Dervish.


 

Posted

Quote:
Originally Posted by MunkiLord View Post
Quick question, would the Performance Shifter proc in Consume be a good investment? To me that seems like a better use of that slot then a sixth Scirocco's Dervish.
Probably not.

It would probably consider your enemies to be the target of the power and give THEM endurance instead of you. I can't say for sure, but that's how it seems to work in most other powers with more than one possible target. Or it might give both you and them endurance. I don't think it would work like the Theft of Essence proc does in Dark Regeneration if that's what you're getting at. But since I haven't tested that, it might be worth someone going and finding out.

I would have pulled that entire set out of there anyway and replaced it with the Oblits from Quills, and put a set of Multistrike in Quills instead. (Would probably do the same with Blazing Aura)


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

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
See my above comment about Consume. It provides +Recovery for 2 minutes after you fire it off, so with the amount of recharge that build is packing, you should be able to perma it easily, and stack it for nearly a minute (assuming it DOES stack, I have no idea as I haven't logged my spines/fire in yet to find out) With that ability, the end problems disappear nicely.
Something to note, end mods in consume modify the end drain protection it grants. My consume has 80%ish end mod in it right now, and the power now says it grants 92%ish end drain protection. That sounds handy against carnie end drain, and anything that's heavier on actual end sappage than recovery debuffs (like the ranged sap from sappers).


Culex's resistance guide

 

Posted

Here's something I put together. It should be quite survivable between enormous AoE damage (dropping minions very fast), respectable S/L/Melee defense, Shadow Meld and Healing Flames. It's planned with Ninja Run in mind, but if you don't have that you could drop Hasten for SJ. The build has quite nice global rech so that Consume is perma even without Hasten and Spine powers are generally quite fast with recharging so it shouldn't affect them much either.

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- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

Quote:
Originally Posted by Pitho View Post
Something to note, end mods in consume modify the end drain protection it grants. My consume has 80%ish end mod in it right now, and the power now says it grants 92%ish end drain protection. That sounds handy against carnie end drain, and anything that's heavier on actual end sappage than recovery debuffs (like the ranged sap from sappers).
Er... everything I see says it grants 50% End drain resistance, unstackable, for 120 seconds. Which is still much better than nothing, but that isn't going to render sappers toothless. It should, on the other hand, give you a chance to take A Sapper out before he completely devastates you.

If you end up against multiple Sappers, though... yeah, I think that's still the realm of Electric Armor, and some Defenders/Corruptors...


-This Space Intentionally Left Blank.-

 

Posted

Quote:
TBH it fails.
To be honest, using the word "fail" the way you just did shows you haven't succeeded nor will ever succeed at anything in your life. Better luck in next reincarnation !


 

Posted

It could be unstackable, but with 80% EndMod enhancement value that 50% EndDrain Resistance will become 90% Resistance, assuming it's enhanceable.


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

Quote:
Originally Posted by DSorrow View Post
It could be unstackable, but with 80% EndMod enhancement value that 50% EndDrain Resistance will become 90% Resistance, assuming it's enhanceable.
Ah, I failed to explain correctly...

Okay, this is based on Mids, but it doesn't seem to be enhanceable, either, or change depending how many targets Consume hits. 1 target hit or 10, 0% End Mod or 80%, it grants 50% End Drain Resistance for 120 seconds.

You do need to hit one target for it to activate, but that's it.

As this holds true on Scrappers, Tankers, Brutes and even Dominators, I think that's how its supposed to work. Either that, or Mids really dropped the ball.

So, like I said, it should give you a chance to take out a single sapper before he completely drains your Endurance... but it's not going to allow you to ignore them.


-This Space Intentionally Left Blank.-

 

Posted

Mid's often has some quirks when new powersets are added or old ones are changed. For example, some of Shield Defense's DDR and Slow Resistance are or have been unenhanceable even though slotting them in-game does enhance the attribute.


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

Quote:
Originally Posted by DarkThingy View Post
TBH it fails. That def is not high enough to counter the games hit RNG. Why are you going for def on a res set when you have so little res? 50% rechage lolwut that is ubber low. That toon will be about as useful as this cam.
Go away. Nothing wrong with telling somebody that they posted a poor build. However if you're going to do that you really should try to be helpful and not an ***.


 

Posted

This is what im trying, still in need of a couple lotg +rech, but it seems enough to farm s/l mishes at AE for tickets, but (it could be me) I suck badly at normal mishes

Hero Plan by Mids' Hero Designer 1,803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Scrapper
Primary Power Set: Spines
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Lunge -- 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: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-EndRdx(9), RctvArm-ResDam(9), S'fstPrt-ResKB(11)
Level 2: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(15), Oblit-%Dam(15)
Level 4: Spine Burst -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(17), Oblit-%Dam(17), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21)
Level 6: Hurdle -- Jump-I(A)
Level 8: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(21), Decim-Dmg/Rchg(23), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(25)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(27)
Level 14: Health -- Numna-Regen/Rcvry+(A)
Level 16: Plasma Shield -- RctvArm-ResDam/Rchg(A), RctvArm-EndRdx(27), RctvArm-ResDam(29), RctvArm-ResDam/EndRdx(29), S'fstPrt-ResKB(43)
Level 18: Healing Flames -- Dct'dW-Rchg(A), Dct'dW-Heal(31), Dct'dW-Heal/EndRdx(31), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(33)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(33), EndMod-I(33)
Level 22: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(34)
Level 24: Quills -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(34), M'Strk-Dmg/Rchg(34), M'Strk-Acc/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(36), M'Strk-Dmg/EndRdx/Rchg(37)
Level 26: Boxing -- Empty(A)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(37), RctvArm-EndRdx(37), RctvArm-ResDam(39), S'fstPrt-ResDam/Def+(50)
Level 30: Ripper -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(39), Oblit-Dmg(39), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
Level 38: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(43), LkGmblr-Def/EndRdx(50)
Level 41: Burn -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(45), Oblit-Dmg(45), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(46)
Level 44: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(46), Efficacy-EndMod/Acc/Rchg(48), Efficacy-Acc/Rchg(48), Efficacy-EndMod/Acc(48)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- Mrcl-Rcvry+(A), P'Shift-End%(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run

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