Cyber_naut

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  1. Quote:
    Originally Posted by Umbral View Post
    Comic book super strength and the varying degrees in which it exists is nowhere near the same as the single degree of super strength that exists in CoX. The only available setting that we've got for super strength (insofar as you can simply say "super strength") is Hulk Smash type super strength. Sure, Peter Parker has the proportionate strength of a spider, but that doesn't mean he's using it in even remotely the same way as the Hulk does (much less that he even has strength of a remotely similar magnitude).

    As to what Spider Man would actually be in the context of this game, you first have to realize that his combat style matches MA on a visual level much more than it does Super Strength. He does mostly kicks and super-agile aerial attacks. Super Strength is pretty much just Hulk Smash melee. You'd never see Peter Parker doing a baseball style wind up punch or try to attack his target with a super powered hand clap or foot stomp. He's smaller, more mobile, and much more focused on using what super strength he has in a focused manner, rather than simply letting loose with it. He doesn't need training to use it in that manner, either, since his spider sense does all the work for him.
    We are not going to agree on spiderman, and that's fine. And I could even accept the idea that you could use MA to simulate super strength for that specific character, and characters like him. But again, there are many, many toons in comic books that have super strength that is nothing like MA, who do not have the survivability of a tank, nor are they 'tankish'. In coh, i'm not able to make a character with super strength unless I want him to be 'hulkish'? That's lame.

    And the argument that scrappers are finesse and tanks are brutish simply doesn't hold water. Again, tanks have plenty of finesse. You can't just exclude dual blades just because it pokes a hole in your theory. But even if you do, how do you explain dark melee? Fire and Ice melee aren't so 'brutal', and scrappers share fire melee as well. The bottom line is all the melee at's have a mix of brutal and finesse powers and attacks right now, so to claim either is relegated to one at simply doesn't mesh with reality.

    Now let me say I would be ok with keeping some powersets specific to certain at's. But not super strength. Not the most popular super power in comic books. All melee at's should have access to that set. It's THE melee super power in comic books.



    Quote:
    The only "finesse" they've given was a single set that required a great deal of work that the devs gave to every melee AT at the same time pretty much only because they wanted to get the most out of that single set. The devs have still separated tankers and scrappers based on the raw power v. graceful application level for everything except for that single exception. For power proliferation, they have yet to proliferate a set that didn't match the thematic aesthetics of that AT. Brutes got Claws (because, while they require a bit more finesse, are pretty friggin' vicious), but you didn't see them going to Tankers as well. Sure, you can claim precedent, but it's not really appropriate especially when you realize just how absurd it looks to have a character in Granite Armor spinning and dancing around.

    I am willing to bet you almost beyond anything that the reason that Tankers and Brutes got Dual Blades wasn't that the devs wanted to give those ATs a bit more finesse, as you seem to be implying, but rather that the devs wanted Dual Blades to get as much exposure as humanly possible to provide optimum returns for the costs incurred in generating it.

    No matter how you try to argue it, Scrappers already have a decent bit of smash already in the form of Broadsword. I doubt we're going to get much more than that because BS is smash meets finesse. War Mace, Battle Axe, Stone Melee, and Super Strength are all pretty just outright smash with no finesse whatsoever.

    If you're asking for set parity between Brutes and Scrappers, we're much more likely to get the Energy sets before we get anything else. If those are brought over, Scrappers will have just as many as Brutes do and it won't involve giving Scrappers powers that are outside of the existing aesthetic theme of the Scrapper sets, especially since you can already get some very Scrapper style super strength animations via MA.
    Again, the argument that scrappers can only get sets that are finesse (even though you seem to admit they already have a brutal set in the form of bs...) while brutes and tanks can and do get a mix, just doesn't make sense. The 'aesthetic theme' idea you keep trying to push simply does not exist, because again, all three melee at's have a mix of finesse and brutal powers and attacks.

    Maybe that's the way you would like it to be, and that's fine, but that is not the way it is. And I for one am glad, because more options is good for the game. You think a SA/DB tank looks 'ridiculous'. Again, that's fine, and you have the option not to play one. But I have a pal that liked the combo and played it to 50, and it was good for the game and the player that she had the option to do that. The only thing it hurt was your sense of aesthetics.

    I know for a fact I'm not the only one who would love to make a SS scrapper. The idea that super strength, the ultimate super hero melee power, doesn't fit in with an at that specializes in melee combat just doesn't make sense to me. It would be good for the game to have that option, and again, the only thing it would 'hurt' is those who didn't like the combo, and they could simply choose not to play it. People would still play brutes (who on average outdamage AND outsurvive scrappers, yet I still prefer scrappers) and people would still play tanks, because they play pretty differently from scrappers and brutes anyway. There really is no good reason, outside of personal preference, not to port ss to scrappers. Except for the fact it would take time and work to do it, and judging by the last few updates, and the fact they are working on GR, I don't think you need to worry about scrappers getting SS anytime soon, lol.
  2. Overall, and if money is no object, I strongly reccommend SD. Shield. Charge. If you haven't used this power before, you need to. A pimped out fire/sd slaughters groups.

    Now if you're building a toon to solo av's without insps, then I'd say go with something else that allows for a heal. SR would probably work fine and it would be much cheaper. It's tough to fit aid self into a softcapped sd, but then again, it's not impossible either (though I didn't try, so maybe it is... lol).
  3. Cyber_naut

    Brutes on paper

    Quote:
    Originally Posted by Bill Z Bubba View Post
    That was beautiful, man.

    Why, yes, I plan to solo the LRSF soon with my dm/wp brute. I have absolutely no idea if it's even possible. Gotta do the ever so boring act of getting all the buff accolades and finish the design. Then create an AE arc to learn which heroes will give be pause.
    Don't the heroes spawn at lvl 53 or 54?
  4. Cyber_naut

    Brutes on paper

    Quote:
    Originally Posted by Sarrate View Post
    Too easy to get? Absolutely.

    Too powerful? I'm not so sure. It's great because everyone can hit the same 90% mitigation mark, avoid secondary effects, etc... However, the RNG not going your way can still get you killed, not to mention autohit powers, large tohit buffs, cascade def failure, etc.

    I don't remember people saying that def was overpowered before IOs. I think it's just a function of how easy it is to get large amounts of it.
    It's not so 'easy' for the average player. Many of us feel its 'easy' to build a soft-capped SD or WP toon, but forget that most players don't have that kind of money (and IO's aint' getting cheaper...), and most players like to build up multiple toons. If they start nerfing the game because of what the best players are doing, or what the best players feel is 'easy', it will hurt this game severely.

    I for one like being able to make very survivable toons, and obviously, the best way to do that right now is to build for defense. But even then, there's plenty of kryptonite out there that absolutely wrecks soft capped builds, and the devs have even allowed us to up the difficulty slider substantially if you want even more of a challenge. I think some of the people who claim it's 'too easy' aren't playing against the enemy types that can create a problem for defensive toons, or need to use the new difficulty sliders and up the challenge level, and stop cherry-picking opponents while farming on plus zero.
  5. Quote:
    Originally Posted by Umbral View Post
    Thematically (according to comic books), it doesn't make sense for any Scrapper to be even remotely equal to a Tanker. Batman v. Superman, Spider Man v. The Hulk, Wolverine v. Colossus, etc. In all of those cases, the Scrapper does substantially less damage than the Tanker and is squishier (often to the point of only winning through sheer gumption and determination through most conflicts). In comic books, Scrappers are more akin to lower powered Tankers that have to rely on stuff aside from their powers to win them through the day.

    Thankfully, game balance allows us to ignore the horrible imbalance that is comic book power comparisons. Scrappers need to deal more damage than Tankers to specifically counter the massive survivability advantages that Tankers get. You don't get the best of both worlds like you do in comic books.

    As to why or why not Scrappers should get Super Strength, I think it has a lot more to do with theme. Scrappers are supposed to be more skill and agility based while Tankers are supposed to be more brute strength and raw power. The various elemental sets are rather neutral so it makes sense for both of the ATs to get them (except for Stone, which shows an exceedingly strong preference for crunch). The weapon sets still have that preference. Katana and Broadsword have Parry/DA (which, for balance reasons, will most likely never be given to Tankers or Brutes) which suggests a certain grace to fend off enemy blows. Battle Axe and War Mace are more oriented towards simply outright crushing their targets. Dual Blades breaks the mold if only because it was a complicated set to design and the devs most likely wanted to get the most out of it as possible (no matter how little sense it made for Tankers or Brutes to have a sword set that had them spinning and dancing around).
    Comic books are a lot more varied than you seem to imply. There are many heroes and villains that have 'super strength' without massive survivability. I would even disagree with a commonly held belief on these boards. A lot of people claim spider man would be closer to MA than SS. I don't know a lot of martial artists who can pick up cars, and I don't recall peter parker going to a dojo (or having any hand to hand combat training, actually), lol. But regardless, there are many heroes/villains in comic books that clearly have super strength, but are not nearly as sturdy as say, the hulk.

    And as you have stated, the devs have already given tanks some finesse, so there is no reason not to give scrappers some smash. In fact, the scrappers need some smash to balance things out, not only to match the finesse given to tanks, but to match everything brutes get, especially with going rogue coming out.
  6. Quote:
    Originally Posted by Chaos_String View Post
    Actually I think SS hasn't been proliferated to Scrappers because, like Mace and Axe, it's a set that conceptually relies on brute strength and very little finesse. (And yes, Broadswords take a lot more finesse than axes or maces--trust me on this, I'm a certified stage combatant. ) The devs seem to view brute force without great finesse as the province of tankers and brutes.

    So, if you think that SS fits scrappers "as much or more than any other powerset," then it might be a function of the fact that *you* want it proliferated.

    But think about it: scrappers got fire melee and electric melee already, and IMO are likely to get the other "exotic/elemental" sets (ice melee and energy melee) next, before getting those "brute force" sets SS, WM and BA.

    Then again, the community clearly wants to see SS proliferated a lot more than they do Ice Melee (lol) or Energy Melee (now that it's been nerfed). And now that CoX has some competition within its own niche, we're starting to see the community get the things that the community has asked for the longest. (Power customization, the 5th Column back, dual pistols, a new MM set...)

    So time will tell. But IMO, Ice Melee and Energy Melee will be next if the devs hold true to what I perceive as their established form.
    First of all, implying scrappers are a 'finesse' at is offensive to me, lol. The game sets up scrappers and tanks as the melee at's, with scrappers doing more damage and tanks being able to absorb more. There is absolutely no reason each at couldn't, or shouldn't, share sets, and in fact already do. If the devs feel as you claim, that only scrappers could or should have more finesse sets and tanks more blunt sets, this would not be the case. The shared sets between scrappers and brutes is even more telling.

    I think with recent events, the devs share my idea that the melee at's should share melee powersets regardless of finesse, or why would tanks have gotten sets like dark melee and dual blades? What is more 'finesse' than dual blades'? 'Nuff said.
  7. You know you'll be back shinny...

    If not, it was great playin' with ya, and good luck with the newb farm, er, childhood education thing.
  8. Quote:
    Originally Posted by Jabbrwock View Post
    I would actually delete my level 50 scrapper and reroll if they ever ported Ninjitsu to Scrappers. I think there's quite a few sets folks are waiting on - like, every set that hasn't already been ported, at a guess.
    I'm sure there are lots of sets that people WANT ported, but super strength is probably the at the top of the list among iconic 'super powers' and fits in with scrappers as much or more as any other power set. I mean, people WANT scrappers to have pistols, lol.
  9. Quote:
    Originally Posted by Bill Z Bubba View Post
    I've got the house to myself this weekend and planned to drink heavily and hit the spreadsheets again.

    I do not believe, based on prior calcs, that SS on scrappers is any more of a problem than claws on brutes. Same goes for EM.

    Agreed. I think its all about flawed perceptions. People see the positives of the set because they are very apparent.

    Everyone sees footstomp on a team and sees how good it is, but ignore the fact that it's the only aoe in the entire set and its the last power in the set - so it should be pretty damn good. Now we have a power like shield charge that, imo, is even better, yet I haven't heard nearly as many cries to nerf SC as I've heard to nerf FS.

    Everyone sees rage gives you a great damage bonus but ignores the fact the set is still on par damage-wise as the rest of the sets (and would be pretty sub-par without it), and the fact SS has to use a power pick just to do damage on par with the other sets. They see the great to hit bonus it offers, but ignore the VERY annoying crash that results in zero dmg for 10 seconds, a defense crash, and a very tangible endurance crash.

    The fact SS has not been ported to scrappers is truly a damn shame, and it's probably due in large part to flawed, incorrect perceptions that it's vastly better than other competing sets.
  10. Cyber_naut

    Next project

    Quote:
    Originally Posted by Larac View Post
    So I've done the DM/SR thing soloing AV's pylon's etc.

    I'm going to be making a shields toon for similar. My question is, should I make fire or dark mele again (I also have a DM/DA and a DM/INV).

    With fire is it possible to build a real top DPS solo toon with a tight attack chain and keep a few of the showie aoe and big sword powers? or do you have to sacrific those to get the top end raw DPS.

    If you can't how cheaply can you do a softcap team aoe build which wont be too clunky? Then I can put all the toys in a second tight soloing build.
    First of all, any top ends shields toon is gonna be costly, certainly more costly than a softcapped SR.

    Secondly, you can have both single target and aoe target glory with a fire. Mine obliterates groups with shield charge, FSC and fireball. I also have a DM/SD, and the fire kills large groups much more quickly. Granted, my DM was before fireball came out, but FSC is really the big followup to SC. My single target damage consists of the scorch/cremate/scorch/incinerate deal, which doesn't require a ton of recharge and you can have it pretty early. With AAO juiced up, I can drop a pylon in 4-5 min.

    The one thing you will miss from DM is the heal attack. But that's easily negated by using greens, and it's pretty rare that an fully io'd up build with decent regen will even need those. The best dmg mitigation is killing everything you're fighting with 3 (at most) attacks, lol.

    But that brings up your intentions of AV soloing (assuming no insps?). I haven't tried this toon on av's solo yet (just got done doing around 60 on my kat/wp, so kinda burned out on them...), but I'm pretty sure you'll miss the heal from DM a lot more often in these situations (again assuming no insp usage). To build an av soloer, you might need to fit in aid self or physical perfection and sacrifice some of your aoe ability. Then again, I'm confident you could take down quite a few without doing that.
  11. Yeah, no em for scrappers, not to mention it's one of the slowest, sloth-like sets out there, lol.
  12. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    2x RWZ Challenge - check
    Pylon down while being attacked by a spawn of RWZ challenge - check

    And 1 more reason for the devs to give us the ability to solo TF's...
    ITF soloed - check


    NOTE... That ITF run was done under the RWZ Challenge rule
    MoITF done solo...

    Pics 1
    Pics 2
    Pics 3
    Pics 4
    Pics 5
    Pics 6


    That other scrapper there is my Claws/Inv... dualboxing and giving him a free ride for the badge...



    Thanks for the peeps that filled in for me. Couldn't have done this without you guys
    And I hope you guys don't mind, your names might have been included on some of those pics.

    Awesome job iggy.

    I wanna try this on my kat/wp - how exactly did you take out the final av spawn? You fought rommy and his nicti (is it nicti?... lol) all at once or did you seperate them? If all at once, what did you kill first? I'm suprised you had the dmg to take down anything with that healer nictus in there.
  13. Quote:
    Originally Posted by Another_Fan View Post
    Let me lay out the upshot of that and ubers position. What you are arguing for is allowing additional advantages to people who already have a skill and familiarity advantage with the game.It should come as no surprise to anyone who is thinking about how any game is played or even basic human psychology that people stayed away in droves.

    You can say it makes sense all you want but what it amounts to is giving the big kids large bats and telling them go beat on the little ones.

    I thought I had a dim view of the community before, but to have people seriously argue that they have a right to wail on people just because they have "Paid their dues". Well that is really just ugly. What kind of sense of accomplishment could anyone take away from that ? I don't even want to go into the great joy of a team of 8 beating on 1 guy in the zone.

    That isnt a game its just sick. Yes you can make the rules for a game however you like just don't be shocked when people don't play.

    Edit: and if you want to take the real life work as a mini game most sports place strict limits on the equipment that can be used and what athletes can do to enhance performance.
    It seems like you want a game where everyone has exactly the same chance to win in a competitive situation. The only 'game' I'm familiar with that would satisfy those requirements is coin flipping, which imo, isn't very fun, lol.

    In any game you compete in, be it computer game, board game, sports game, etc., there will be 'imbalances' based on skill, knowledge, equipment, and ability. And that imbalance degree will be greater based on the complexity of the game, the more complex, the greater the imbalance. If the devs dumb this game down to 'coin toss' levels, who will still play it? I won't.

    In regards to you talking about people thinking they have the 'right to wail on people because they paid their dues', that's just how games work, hell, that's how life works. The more someone works at something, the better they get. And someone who has worked at pvp for a long time is going to 'wail on' someone who is trying it out for the first time, and that is as it should be. Who wants to play a game where a total newb has the same chance of winning as someone who has played the game for years? Who wants to play a game where a player who has spent zero effort setting up his character has the same chance in a fight against another player who has spent months setting up his character? If that's for you, again, let me suggest you go flip some coins, lol.

    And I'm not one of the pvp experts, I'm one of the newbs who goes into zones and gets wrecked by the pros. But again, that is as it should be. If I want to get good at pvp, then I need to put the time in to learn how it works and build a toon that can compete at the highest level. That is what competition is all about. It's not about everyone being equal. If everyone was equal, competition would be pointless, kinda like flipping a coin...

    But with pvp as it is now, I'll probably remain a newb. First of all, the way the devs made powers so drastically different in pvp means I need a completely different build, which means I need to outfit a toon twice. The extra effort of doing that and having to learn a whole new set of rules for powers just isn't worth the effort imo. The pvp io's are great, and they absolutely could lure me into pvp, if they dropped WAY more often.

    And ultimately, I enjoy playing melee toons, which have always been at a severe disadvantage in pvp. And the 'don't bring a knife to a gunfight' argument doesn't fly with me in a superhero game, or you'd have the hulk getting owned by wasp in every comic book. I realize the movement changes were in part an attempt to close this gap, but clearly it was the wrong way to do it. As others have said, it's better to bring the bottom end up than drag the top end down with universal movement suppression. One way this could have been accomplished (without changing everything and ruining the movement so many pvp'ers enjoyed) would be to give some melee attacks range by mimicking shield charge. With some melee attacks, you could target an enemy at range then 'auto charge/tp' and attack them so melee at's don't need to be right next to people to initiate an attack. Granted, true ranged powers would need to retain an advantage, but 60-80 ft ranged vs 5-7ft melee was way too big a gap, and still is actually, even with the gimped movement. With my suggested change, you could retain the movement everyone loved and make melee toons viable in pvp. Instead the devs gimped the whole system and pissed everyone off. The worst part is they are seemingly too proud to admit their mistake and rethink their actions.
  14. Quote:
    Originally Posted by _Mojo_ View Post
    Glad I'm still remembered for something, even if people can't remember who I am, haha.
    Yeah man, I remember banging my head against the wall trying to kill ghost widow and she'd always manage to get me in that damn flying swirlie-fest and kill me. Then I saw your post and then another guy, and my plans for sweet, sweet revenge began...
  15. Like iggy said, they could all do it, but the dm/sr would be the easiest and cheapest to get there. The dm/sd would be more powerful if you've got bottomless pockets.
  16. Wow, nice job silverado - is drain psyche that good?
  17. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    We're just going around in circles here aren't we.
    You're on a FM/SD and I'm currently enjoying a Kat/WP which just dingged 47 a couple of days ago and just earlier today did a level 52 spawn of RWZ challenge. Having a hard time against 53's though. Just a bit more tweaking and I think he gets it done...
    I love circles, they're probably my favorite all around shape...

    But yeah, my kat/wp is one of my favorite toons. Once you juice it up you wont have any problems with most 53's. I just let da cap melee, capped the rest with io's and powers, and the ridiculous regen, resists and recovery are icing. I had to try the combo when somebody was posting about surviving ghost widows hold by popping sow.

    Thanks everyone who chimed in. I got the fm/sd to 50 and it feels even stronger than it did a couple levels ago. Think I need to try electric next, and octagons...
  18. Quote:
    Originally Posted by Iggy_Kamakaze View Post
    Ain't it a thing of beauty? But I find my Claws/SR just as strong, only because he is sitting at around 400% regen with around 1900 HP and shockwave every 4 seconds...

    Ha, ya. We've seen your beast of a claws/sr. No doubt about it, a claws/sr has more survivability in most situations with the pant-wetting glory that is shockwave. But then again, killing everything around you with a shield charge/fsc/fireball works too, lol.

    Man, I wish we could make a scrapper picking powers from any scrapper pools we wanted... oh mama...
  19. I was worried about the game with champions online coming out, but after playing co, I'm not as worried, lol. Having compared coh with a brand new game actually pleasantly surprised me. I knew the new game would be light on content, but I didn't expect coh to compete favorably with the new game in terms of graphics and gameplay, yet it did.

    COH has a good hold on the superhero market right now (that of course could change with dco and marvel mmos down the road...), so if they keep updating the game, they can maintain that hold. There has been a recent drop in activity, no doubt about it. But as others have pointed out, that's because there's been a lot of quality (and not so quality...) competition in the game market. I think another thing that has hurt this game during this period is sparce updates in terms of things to do, probably because they've been focusing on going rogue. The game is starving for new content, missions and new/unique activities. I think going rogue will provide a lot of that, but the devs need to work on getting stuff out on a more regular basis to keep things fresh, imo.
  20. Cyber_naut

    duo STF pics

    How did you deal with recluse and the generators?
  21. Having said all this, I should note that this combo is the strongest overall 'top-end/endgame' scrapper I've run in terms of a total package of survivability and both single target and aoe dmg. And I've got the following 50 scraps - kat/wp, kat/da, claws/reg, claws/sr, dm/sr, dm/sd, bs/reg, ma/sr, spines/da, db/sr. So if anyone reading this is considering a fm/sd, I highly recommend it.
  22. Quote:
    Originally Posted by Fury Flechette View Post
    Okay, I just tried this with a group of 52s on the Wall. Sadly, no bosses were present, but I had 3 Lts, the rest minions of mixed types.

    Results: I left my character surrounded by them for 5 mins. She did not die. She did have defense drop as low as 29%, but it didn't stay there very long. More often, the defense would get to 42% but never lower than that. She did drop in hitpoints to 1500 or so (she has close to 2050 or something like that), but regened it back every time.

    I'm fairly sure I could've left her there for another 5 mins and not died. It would probably be different if there were bosses present since the crits would hurt.

    DDR as I monitored it stayed consistently at 69.98%, never falling below or getting higher than that even when I hit hasten.

    I'm not sure what's different on my build than yours. She has 2050 hitpoints, pretty good regen, 85% global recharge, soft capped to all positions.

    Barring bosses, I don't think I could die against that group. I didn't pick that particular group to purposely try to skew the results, I just picked the first bunch of 52s that had spawned on the Wall on Virtue.

    In previous encounters with the Romans, it's always been a string of crits from the bosses that did me in, not defense failure.

    Odd that you dropped to as low as 29% but never lower - I'm pretty sure my defenses dropped to the reds on at least one occasion (I could never sit still and let them actually kill me during any of the tests I ran... lol.) And if your build is the same as the one you posted recently, I should have the exact same amount of ddr and better regen, but, almost certainly less health which could be playing a part in my observations, but it doesn't account for dropping into the reds defensively. Maybe I just had a couple really bad luck streaks. And the fact that gc can be enh for ddr and allow 95% res is reassuring, though I don't know how I'm going to fit that in. Ah well, I'm almost fifty, I'll fully io up, get all the accolades and check it again.
  23. Quote:
    Originally Posted by Panzerwaffen View Post
    Grant Cover sure looks like it is enhanceable to me. I just checked in-game and my enhancement screen shows Grant Cover as 15.50% (13.84%) resistance to defense on target, with one level 25 LotG +recharge slotted in it.
    OK, thanks for the info - apparently it's just not enhancing in my mids (i double checked mids just now to make sure i wasn't drunk last time i checked...).
  24. I might as well post my build and let you guys look at it and maybe make some suggestions. This is pretty much the build I've been leveling up with from about 35, and all the enhancements are the same except for fireblast and fireball, and I took build up at 49 instead of grant cover. I've been planning to rework it to get aoe fully softcapped, i think its around 44.5% right now, so the comment about slash might be an accurate contributor.

    Ultimately I want to rework the build a bit to get the aoe softcapped, and maybe rework the slotting a bit to get more stamina. I'd hate to give up build up for grant cover, but at the same time I hate being vulnerable to defense debuffs. Damn you char, damn you!!!

    Comments and suggestions are welcomed...


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

    Level 50 Natural Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    ------------
    Level 1: Scorch 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: Deflection LkGmblr-Def(A), LkGmblr-Rchg+(13), LkGmblr-Def/EndRdx(15), LkGmblr-Def/EndRdx/Rchg(15)
    Level 2: Cremate T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(11)
    Level 4: Battle Agility LkGmblr-Def(A), LkGmblr-Rchg+(17), LkGmblr-Def/EndRdx(17), LkGmblr-Def/EndRdx/Rchg(19)
    Level 6: True Grit S'fstPrt-ResDam/Def+(A), Mrcl-Rcvry+(13), Mrcl-Heal(40), Mrcl-Heal/EndRdx(40), Heal-I(42), GA-3defTpProc(43)
    Level 8: Combat Jumping LkGmblr-Rchg+(A), Zephyr-Travel(34), Zephyr-Travel/EndRdx(34), Ksmt-ToHit+(37), Zephyr-ResKB(46), LkGmblr-Def(50)
    Level 10: Active Defense HO:Membr(A), HO:Membr(19), HO:Membr(50)
    Level 12: Swift Run(A)
    Level 14: Super Jump Zephyr-Travel(A), Zephyr-Travel/EndRdx(33)
    Level 16: Kick FrcFbk-Rechg%(A)
    Level 18: Health Numna-Regen/Rcvry+(A), RgnTis-Regen+(34), Numna-Heal(42), Numna-Heal/EndRdx(42), Heal-I(43)
    Level 20: Stamina EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Fire Sword Circle M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(23), M'Strk-Dmg/Rchg(23), M'Strk-Acc/EndRdx(25), M'Strk-Acc/Dmg/EndRdx(25), M'Strk-Dmg/EndRdx/Rchg(33)
    Level 24: Phalanx Fighting LkGmblr-Rchg+(A)
    Level 26: Incinerate Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(31)
    Level 28: Tough Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(39), Aegis-EndRdx/Rchg(39), Aegis-ResDam/EndRdx/Rchg(39), Aegis-ResDam(40)
    Level 30: Weave LkGmblr-Def(A), LkGmblr-Rchg+(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(33)
    Level 32: Against All Odds EndRdx-I(A)
    Level 35: Shield Charge M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
    Level 38: Hasten RechRdx-I(A), RechRdx-I(43), RechRdx-I(46)
    Level 41: Char Empty(A)
    Level 44: Fire Blast Apoc-Dam%(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/Rchg(45), Apoc-Dmg(46)
    Level 47: Fire Ball Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Dmg/EndRdx(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg(48), EndRdx-I(50)
    Level 49: Grant Cover DefBuff(A)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Critical Hit



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  25. Quote:
    Originally Posted by Call Me Awesome View Post
    I'm not sure about that Werner, I have DDR monitored on my BS/SD scrapper and as long as AD is double stacked (only about 40% of the time on my build, I haven't invested the massive $$ into recharge bonuses) I maintain capped 95% DDR according to the in-game numbers. It drops to the 75-80% range with AD single stacked. That's with AD slotted with 3 Membranes and BA & GC slotted ED cap def.

    I can also say that Cimeroans have to really work to cascade my def below 40%, the only times I've seen it happen were when I had the aggro cap on me and the RNG decided it didn't like me.
    On mids, I have 23.5% from battle agility, 27.7% from ad with 3 membranes, and grant cover gives 13.84 (and doesn't appear to enhance).

    55.4% from ad (doubled up) + 23.5% from ba + 13.84 = 92.74

    Is that right? If so how are you hitting 95%? What the hell am I doing wrong... lol.

    Maybe mids is wrong about grant cover not enhancing, or more likely, I should have worn a helmet as a kid?...