I19 bs/sr
Nothing? Not even a "SR sucks, reroll as Shield", "::thumbs up::, or "Nub, why would you consider removing Aid Self"?
Lets see 3 attacks, minimum 5 slots each (including the base slot)
Slash straight up for Slice
Aid Self straight up for Fireball, but need prerequisites (2 of them)
Potentially freed up slots (the slots easiest to move around ... not saying I would, simply these are the ones I see as most flexible, first place I'd go looking if I wanted a slot elsewhere)
1 in Tough
2 when Conserve Power dropped
3 one from each of the auto defenses
2-3 from Focused Senses
4 one each from Focused Fighting, CJ, Evasion, Weave
3 one from each current attack, Hack, Disembowel, and Headsplitter.
So the slots for Slice, Whirling Sword and Fireball are certainly here, it's a matter of choices. Build gets a bit tighter but it's doable even with the same total slots having to cover more powers once inherent Fitness goes live.
CP and Stimulant would give me the pre-req picks I need.
I could probably drop the Gift of the Ancient's run speed procs (forgot those were in there) in exchange for the slots needed for my attacks. Wouldn't hurt my defense and I'd only lose about 4% recovery, which shouldn't make a big impact considering just how long it takes my blue bar to drain as is.
What would yours (or anyone elses) opinion be on swapping Combat Jumping for Maneuvers. It looks like a little more defense and I can also give some to my allies, but it does cost a lot more endurance. I also intended to pick up Hasten and run it on the base slot, so that leaves me with one other pick. Assault or Super Speed?
Tough choice as I really like having CJ plus Hurdle for moving around the battle on my claws/SR. With Fitness becoming an inherent my current thinking is to have both in the build (Combat Jumping and Maneuvers) which should let me be at or very near soft capped vs melee and range at level 23+ when exemplared. Travel power would be Ninja Run or just plain Sprint.
Super Speed's main advantage for me is the stealth component.
Tough choice as I really like having CJ plus Hurdle for moving around the battle on my claws/SR. With Fitness becoming an inherent my current thinking is to have both in the build (Combat Jumping and Maneuvers) which should let me be at or very near soft capped vs melee and range at level 23+ when exemplared. Travel power would be Ninja Run or just plain Sprint.
Super Speed's main advantage for me is the stealth component. |
Or....
Instead of the fire epic, swap to villain and pick up the Mu pool.
This saves you a power pick (no Char required) so you can do all the above and still have a travel power.
I likes travel powers, they are one of the things that make this game really stand out compared to crap like World of Walking.

Or....
Instead of the fire epic, swap to villain and pick up the Mu pool. This saves you a power pick (no Char required) so you can do all the above and still have a travel power. I likes travel powers, they are one of the things that make this game really stand out compared to crap like World of Walking. ![]() |
I also agree with the travel power sentiment, I like the real travel powers and city traveler makes that very easy on many of my builds. On the otherhand /SR with Quickness etc., at least at level 50, is very fast with no travel power, even no ninja run and it's still a power choice (and potential another pool) used up to grab a real travel power.
How's the damage on Ball Lightning compare to Fireball for Scrappers? I can't figure out the proper [power name] syntax to pull the Scrapper versions. I'm already vigilante, so getting to villie would be no problem. Getting back to vigilante though... that'd take some work.
First, mandatory mention of inherent stamina. Next, I have this AV-soloing BS/SR build from about I13. It's cool and all. Ridiculously survivable, technically unlimited endurance with Conserve Power, it lols in the face of danger... I like it, but I've gotten a little bored of it. Beating the crap out of an AV with no help or temps/insps/click accolades/an I Win Button is a cool achievement, but it's not one you can really show off. Yes, I can posts screenshots and all, but that's not what I mean. I'm saying it's not like leaping into a +10x30 spawn and slaughtering them all while my team just gawks in awe. That and taking my targets down one at a time is getting rather tiresome (especially when spawns are big), especially since, unintentionally, most of my are more single-target specialists than single/AoE generalists or AoE specialists. So, rather than just tack on three unslotted powers, I figured I might change my build a little too and give the Scrapper a breath of fresh air.
So, here's my build below. Mostly. Just swap single-slotted Super Jump for single-slotted Confront. Keeping my soft-cap, good single target damage, and high endurance efficiency is a goal. Adding AoE is the other big goal. End efficiency can suffer a little (and probably will with my current plans).
I'm wanting to add Slice, Whirling Sword, and an APP/PPP AoE (most likely Fireball). To do so, I'm probably going to drop Slash (mainly attack chain filler/Achilles spammer) and Conserve Power (really only needed it when soloing AVs and wasn't using my blue inspies) to free up slots for the new picks. Though, seven extra slots probably isn't enough. Hence, I'm also looking at removing Aid Self. The power is awesome, but I could also probably get by just fine by actually using green inspies and relying on my regeneration. And if I'm worried about a hard target taking me down next hit, I could just spam the -range in Confront and kite a bit. Grabbing five slots from that power would give me twelve to play with, which could easily mean five-slotted Slice, Whirling, AND Fireball, and that'd be nice.
Other things I'm looking at, since I'll have extra picks to possibly toss around: base slotted hasten, swapping Combat Jumping for Maneuvers and picking up Assault for extra damage (would this break my soft-cap?), and maybe other possibilities?
Not asking for anyone to rebuild him in Mids, just wanting some advice and feedback on where to take this, particularly on slotting and any other good ideas I'm missing. Just to reiterate, I'm trying to take this AV-soloist and make him a bit more general purpose. Also, cost isn't a big factor. I already have most of this anyway and am sitting on over 300 mil (and counting) to try to finish up with whatever I19 build that I end up with.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Isaac Tigerheart: Level 50 Science Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5), Hectmb-Dam%(7)
Level 1: Focused Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(37), LkGmblr-Rchg+(37), LkGmblr-Def/EndRdx/Rchg(37)
Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), Achilles-ResDeb%(11)
Level 4: Focused Senses -- RedFtn-Def(A), RedFtn-Def/EndRdx(19), RedFtn-EndRdx(36), RedFtn-Def/Rchg(36), RedFtn-Def/EndRdx/Rchg(42), Ksmt-ToHit+(50)
Level 6: Agile -- GftotA-Def(A), GftotA-Run+(13), DefBuff-I(13)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(15), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(17), GSFC-ToHit/EndRdx(17), GSFC-Build%(19)
Level 10: Hurdle -- Jump-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(43), LkGmblr-Def/EndRdx(45)
Level 14: Super Jump -- Jump-I(A)
Level 16: Practiced Brawler -- RechRdx-I(A)
Level 18: Dodge -- DefBuff-I(A), GftotA-Run+(42), GftotA-Def(43)
Level 20: Health -- Mrcl-Heal(A), Numna-Heal/Rchg(21), Numna-Heal(21), Mrcl-Rcvry+(23), Numna-Regen/Rcvry+(23), RgnTis-Regen+(43)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc(36)
Level 24: Quickness -- Run-I(A)
Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(29), Achilles-ResDeb%(31)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam(31), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-EndRdx/Rchg(48)
Level 32: Head Splitter -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dam%(34), Oblit-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40), LkGmblr-Def/EndRdx/Rchg(40)
Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Rchg+(39), LkGmblr-Def/EndRdx/Rchg(39)
Level 41: Stimulant -- Empty(A)
Level 44: Aid Self -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(45), Mrcl-Heal/EndRdx/Rchg(46), Mrcl-Heal(46), Mrcl-EndRdx/Rchg(46)
Level 47: Lucky -- LkGmblr-Def(A), LkGmblr-Rchg+(48), DefBuff-I(48)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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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)
4.25% Defense(Smashing)
4.25% Defense(Lethal)
4.25% Defense(Fire)
4.25% Defense(Cold)
4.25% Defense(Energy)
4.25% Defense(Negative)
4.88% Defense(Psionic)
5.5% Defense(Melee)
5.5% Defense(Ranged)
5.5% Defense(AoE)
2.25% Max End
57.5% Enhancement(RechargeTime)
58% Enhancement(Accuracy)
10% FlySpeed
241 HP (18%) HitPoints
10% JumpHeight
10% JumpSpeed
MezResist(Immobilize) 11%
20.5% (0.34 End/sec) Recovery
74% (4.14 HP/sec) Regeneration
3.78% Resistance(Fire)
3.78% Resistance(Cold)
25% RunSpeed
Code:
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