DSorrow

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  1. Quote:
    Originally Posted by TheUndertaker_NA View Post
    Hehe - noone expects a response from other players as to why it's happening - it's more a gripe thing and hope at least ONE dev reads the thread and bothers to do something about it... not expecting much on that front though.
    Then why post it on a board whose sole purpose is to have players ask other players questions, which the players then answer? Then there's the thing that the devs VERY rarely read this board at all.
  2. Cap all prices at 10mil so that casual players could purple their Warshades. I'd also limit the influence you can hold on one character to 200mil and on one account to 500mil.













    On a more serious note, I wouldn't change anything.
  3. Here's my shot at it. Changed a few things, the biggest being the switch to Blaze Mastery. I feel that with the change to Consume Body Mastery isn't needed, and you can never have too much AoE so I took Fire Ball.

    I slotted a set or purples into Fire Ball to get some nice enhancement value (I hate the low Recharge of Posi Blast!!), but if you can find a spare slot somewhere you could stick it into Fire Ball and change slotting to 5/6 Posi Blast + Rech IO. Defense value is almost the same (43% S/L), but I think the increased AoE makes up for it.

    Hero Plan by Mids' Hero Designer 1,601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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

    Hero Profile:
    Level 1: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5)
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13), S'fstPrt-ResDam/Def+(46), S'fstPrt-ResKB(46)
    Level 2: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9)
    Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(19), Dct'dW-Rchg(19)
    Level 6: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(13), RechRdx-I(15), RechRdx-I(15)
    Level 8: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(45), Krma-ResKB(46)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Knock%(45)
    Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(43)
    Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(27)
    Level 20: Consume -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc(21)
    Level 22: Tough -- GA-3defTpProc(A), GA-End/Res(37), GA-ResDam(37), TtmC'tng-ResDam/EndRdx(39)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(37)
    Level 26: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(36)
    Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
    Level 30: Stealth -- LkGmblr-Rchg+(A)
    Level 32: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Invisibility -- LkGmblr-Rchg+(A)
    Level 41: Char -- HO:Endo(A)
    Level 44: Fire Blast -- HO:Nucle(A)
    Level 47: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
    Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 1: Swift -- Run-I(A)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
    Level 1: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), EndMod-I(50)



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  4. TL;DR version: make this build better if you can!

    It might seem I'm planning my build way ahead of time, but I'm doing it for a reason: to hopefully snag most of the expensive new items with lowball bids.

    As for power picks, I'm not totally sold on picking Calling the Wolf (mostly because it is not AoE >), but I kind of like the animation and I thought it would be nice for a sturdy Scrapper. Also nifty for the -Range in case of enemies who like to run away to use ranged attacks. It is a nice power pick in that it doesn't need any slotting, but I guess I could pick something better. Just can't think of what that something better is! Everything else is pretty much how I want it power pick wise.

    Generally the goal is to make this character as sturdy as possible while still being able to crank out respectable ST damage and decent AoE.

    Anyways, anyone who wants to is welcome to try and improve my build. Budget is pretty much unlimited because it's my main character. Here's a list of things I want in the build.

    Must haves
    • High S/L/E/NE Defense. This means 35%+.
    • Good +Rech = 60%+ so that Dull Pain is easily perma. This also means Hasten is a must.
    • -Res procs slotted as they are.
    • Endurance sustainability. I know the build posted here is sustainable because attacks and toggles are slotted nearly identically to what they are in the live version, which is sustainable.
    • Combat Jumping. I just love it for combat mobility.
    • Divine Avalanche slotted for at least decent Damage. I don't want it to hurt my DPS any more than necessary.
    • At least Lotus for AoE.

    Nice to have
    • Aid Self. I very much prefer this to having Maneuvers because I feel I already have great mitigation whereas damage recovery is a bit lacking.
    • REL and REN. I like the rounded Resistances, and their special effects aren't useless. I prefer REN for the Resistance, but REL for the secondary effect.
    • Enough +Rech to run GD > GC > SD > GC gapless. Unlikely to happen with the other things I want from the build, but one can always dream.

    Hero Plan by Mids' Hero Designer 1,601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(7)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
    Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(13)
    Level 4: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
    Level 6: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(39), RechRdx-I(40), RechRdx-I(40)
    Level 8: Divine Avalanche -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), HO:Lyso(43), LkGmblr-Rchg+(43)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(15), Ksmt-ToHit+(45), Winter-ResSlow(46)
    Level 12: Aid Other -- Heal-I(A)
    Level 14: Aid Self -- IntRdx-I(A), HO:Golgi(15), Numna-Heal/EndRdx(36), Numna-Heal(37)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(25)
    Level 18: The Lotus Drops -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(19), Erad-Dmg/Rchg(19), C'ngBlow-Dmg/EndRdx(23), C'ngBlow-Acc/Dmg(23), C'ngBlow-Acc/Rchg(39)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
    Level 22: Kick -- Mako-Dam%(A)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam(37), RctvArm-EndRdx(37)
    Level 26: Soaring Dragon -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(31), HO:Nucle(34), LdyGrey-%Dam(36)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(29), HO:Cyto(29)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), HO:Cyto(31)
    Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), FotG-ResDeb%(34)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), DefBuff-I(39)
    Level 38: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
    Level 44: Physical Perfection -- P'Shift-End%(A)
    Level 47: Resist Elements -- GA-3defTpProc(A)
    Level 49: Calling the Wolf -- Mocking-Taunt/Rng(A)
    ------------
    Level 1: Brawl -- Mako-Dam%(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 1: Swift -- Run-I(A)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(46), Numna-Heal/EndRdx(46), Mrcl-Rcvry+(48), Mrcl-Heal(48), RgnTis-Regen+(48)
    Level 1: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(50), P'Shift-EndMod/Acc(50), P'Shift-End%(50)



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  5. DSorrow

    /Inv scrapper

    S/L Defense is by far the most important. Many attacks with other elements are tagged with a Smash or Lethal component (Energy Blasts, Fire Swords, Ice Blasts, etc) so having high S/L Defense also helps against them. It is also worth noting that many of the highest hitting attacks enemies have access to are Smash or Lethal. This is why I'd recommend you to concentrate on getting S/L Defense to 35-40% (with a single enemy in Invinc) before concentrating on other types.

    Having high S/L/E/NE Defense accounts for most of the damage in the whole game because you rarely face F/C damage, and you're safe from most of them because of S/L Def. This is why I'd leave F/C Defense completely for tangential set bonuses with concentration on S/L/E/NE. So far having played my Kat/Inv a lot, I haven't noticed F/C enemies being any harder than E/NE, and I haven't dedicated a single slot for F/C Defense exclusively. E/NE without S/L component on the other hand is quite common (Rad Blasts, Dark Blasts, etc) so having good E/NE Def is worth it.

    As an addendum, I'd like to say I don't think it's needed to get to the soft cap on an /Invuln with a single enemy in melee range. 35-40% is well enough because most of the time as a Scrapper you're fighting hordes of enemies because 1) it's fun that way and 2) you get to beat more enemies that way. This also helps to fuel Invincibility. If you want to solo AVs, you could just herd a few minions to fuel Invincibility to get you to the soft cap. That's how I do it, anyway.
  6. I don't get how "ultra rare is" supposed to mean they cost a lot.




















    /sarcasm
  7. Quote:
    Originally Posted by Thirty-Seven View Post
    Meh, no one needs puples anyway. So the prices are irrelevant.
    wat abot my causal warshaed??
  8. Quote:
    Originally Posted by eryq2 View Post
    LOL, sucks for those that actually want the purps to slot. By the sound of it, most just look to raise the value so they can sell for more. I reallly don't understand the mentality of it. What good is all that inf? Really, not flaming, just asking? Just to build it up, then what?
    It is good for buying the stuff you actually want to slot.

    What I do find funny, though, is that people never look on the purple prices from the other side. Sure, they cost loads to buy, but why does no one ever mention the fact that if you sell them you get loads of money? :S
  9. DSorrow

    I19 Wish List??

    Quote:
    Originally Posted by Novawulfe View Post
    And God yes no more nerfs... I see a lot of powers getting the hammer really soon, with the devs blaming it on "Balance" like they did with Shield Charge. Excuse me but my DM/SD was no more uber with SC that way it "Was" then. Don't know if I want to solo with him anymore, not having a power that barely "Arrests" minions.
    While I agree (and the devs probably, too) that nerfs are never good, Shield Charge needed a re-balance. Yes, re-balance. The values it was using for damage were incorrect in that they were too high and they were changed to what they were supposed to be. Also, if your DM/SD wasn't more uber with SD at its higher level of power, how can it affect your gameplay?

    Note: I have two fully IO'd Shield characters who existed and were IO'd before the re-balance.
  10. DSorrow

    I19 Wish List??

    In no particular order:

    1) More costume pieces. They are, after all, one of the biggest strengths of this game.

    2) Shadow Shard revamp with story arcs. I love Rularuu as enemies because they aren't pushovers like most of the other content. Even with a high-end build you'll likely have problems with them solo at higher difficulty settings.

    3) Colourable epic pools. Not that big of a deal, but it's a bit silly when your ancillary powers that use electricity, for example, are coloured different than your main powers.

    4) Some power profileration would be nice.
  11. DSorrow

    /Inv scrapper

    I play my main (Kat/Inv) with ~66% S/L Res and 38% S/L Def with one enemy in melee range. I also have 36% E/NE Def under the same conditions. I'm pretty much unkillable in most of the content the game has to offer, the only things I need to be careful with are multiple AVs and psi heavy foes.
  12. Quote:
    Originally Posted by Aett_Thorn View Post
    And it would allow for Defense-based builds to slot more for resistance to put them more on par with current Resistance-based sets that can still soft-cap Defense.
    It would put most Defense based sets above Resistance based ones. Defense based sets have from respectable to insanely high DDR, something which Resistance based sets don't have, and with Resistance Debuff Resistance being built-in in Resistance, you'd get characters with high Defense and Resistance combined with high Debuff Resistance for both.
  13. I think the major problem with AV fights generally is that they are very binary. Either the AV can kill you easily or it can't kill you at all. When you add a cheat godmode to the AV's arsenal the result is a draw, neither of the opposing forces can defeat the other. From other games perspective, you're basically looking at two cheaters with infinite HP fighting each other until the other one leaves due to boredom.

    It's the same thing with other NPCs, I just find it extremely boring if the enemy pops a godmode and still isn't threatening enough to be able to kill me.
  14. I think my characters will most likely end up something like this powerpool wise:

    Support/squishies: Speed/Flight/Leadership(/Medicine or Fighting if there's enough room)
    Others: Speed/Leaping/Fighting/Medicine or Leadership.
  15. Quote:
    Originally Posted by Psylenz View Post
    It does look good. Now do you have a build for I19 when fitness is inherent?
    Pretty much, yeah.

    I'm going to swap Fitness pool as follows:

    Swift -> Assault. Only need the base slot in both.
    Health -> Vengeance. Again, only the base slot is needed.
    Stamina -> Siren's Song. Going to move the three slots from Stamina here and one slot from either Fly or Sleet in order to 5 slot the purple set.

    This gets me a bit closer to perma HL which currently I think has about 20 second downtime while not completely ruining my Endurance when it is down. The change should also be quite cheap, because I'm most likely going to put a straight Defense IO or a Karma -KB into Vengeance (already have 5x LoTG +rech), an Endurance IO into Assault and I already have the purple sleep set built.
  16. If the people who were feeling smug about not needing Stamina are whining about "the whiners winning", I don't care, honestly.

    Sure, I could make characters that could run without Stamina easily, but why would I do that when I can get much higher levels of performance with the same investment of time/inf in making the build while taking Stamina?
  17. That might help it, but it'd drive me mad to recast it every 26 seconds. Especially because it has such a long activation...
  18. Just thought I'd post my DB/Elec/Soul's build for ideas. I went for S/L Defense exclusively, but I think as a Katana user you should vary it up a bit and only get enough Melee Def to be able to soft cap with a single application of DA.

    Hero Plan by Mids' Hero Designer 1,803
    http://www.cohplanner.com/

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    Level 50 Magic Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Electric Armor
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Power Slice -- Acc-I(A)
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(9)
    Level 2: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), HO:Nucle(5), Achilles-ResDeb%(7)
    Level 4: Lightning Field -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(11), Efficacy-EndMod/EndRdx(11), Sciroc-Acc/Dmg(13), Sciroc-Dmg/EndRdx(13), Sciroc-Acc/Dmg/EndRdx(15)
    Level 6: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam(29)
    Level 8: Blinding Feint -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33)
    Level 10: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(34)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(17), RgnTis-Regen+(17), Heal-I(27)
    Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 18: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(23), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(25)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
    Level 22: Energize -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(39), Dct'dW-Rchg(39)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(39), Winter-ResSlow(40)
    Level 26: Sweeping Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(37)
    Level 28: Lightning Reflexes -- Run-I(A)
    Level 30: Kick -- Empty(A)
    Level 32: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(43)
    Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(40), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Acc(48), Efficacy-EndMod/EndRdx(50)
    Level 38: Typhoon's Edge -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
    Level 41: Dark Blast -- Acc-I(A)
    Level 44: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(45), RechRdx-I(45), RechRdx-I(45)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run



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  19. From my experiences with a Spines/Fire slotted for Recharge, you'll probably be quite squishy compared to defensively built Scrappers.
  20. There are only three things I'd change in your current power lineup. Well four, but the last one is mostly a matter of preference. First thing: swap Sting of the Wasp for Gambler's Cut. GC is the superior attack of the two. Second, if this is a leveling up build or you plan to exemp, move Static Shield to lvl 10. The third thing would be dropping Flashing Steel and picking up Power Sink. I do just fine with only Lotus on my Kat/Inv and you have a damage aura so I can't imagine you having problems. The fourth thing would be dropping SJ for Hasten. Of course, if you don't have Ninja Run this might be a bit annoying gameplay wise.

    As for how to continue with your build, I'd get the Fighting Pool (Tough and Weave) and Soul Mastery (for Shadow Meld). I have an IO'd DB/Elec/Soul at level 50 and it's fun to play mostly because the playstyle is slightly different from my other Scrappers. I usually pop Shadow Meld, run into the spawn and hit Power Sink. By the time Shadow Meld runs out, everyone I hit with Power Sink is drained of Endurance thanks to Lightning Field. This doesn't completely negate their damage, but negating the alpha and slowing down incoming damage after that helps loads.

    As for IO sets, I'd concentrate on getting 20-25% Defense to all positions and enough +Recharge to be able to run DA > GC > SD > GC > GD > GC attack chain. With slotted DA you'll constantly have soft cap for Melee Defense this way and respectable Defenses to all other positions. Combining this with slow attacking enemies and good Resistances with a self heal available will make you a sturdy Scrapper for most of the content.
  21. Quote:
    Originally Posted by Dersk View Post
    Even if all defense set bonuses were scrapped it wouldn't be as bad as enhancement diversification, even if you're talking only in terms of ED's effects on survivability. Though, that is a bit of a complicated matter for comparison's sake considering the changes to defense calculations in i7.
    I'm mostly referring to the kind of uproar the devs would get from the community if they did a change like this.
  22. Quote:
    Originally Posted by Dersk View Post
    That's not the only way to correct the imbalance. Defense set bonuses could be (and I'd propose should be) reduced in either availability or magnitude.
    The problem with a change like this would be that it'd invalidate a lot of high-end builds people have spent time on. I do agree, though, that they should have done it at an earlier stage, but right now it'd be just like ED all over again.

    Making Resistance as abundant as Defense would also be a bad idea. If you could get to Resistance cap on most characters with some starting Resistance, you'd have hordes of ridiculously tough characters. The thing is, Resistance doesn't need outside Resistance Debuff Resistance because it is already a part of Resistance. Each point of Resistance you get adds a point to your RDR.

    Then there's also the thing that at 90% Resistance (we're talking of tanks, right?) you're basically at the same level of survival as with 45% Defense, but you're not particularly weak to -Def or ToHit buffed enemies. The same amount of +ToHit that would totally invalidate a soft capped tank's Defenses would just make you take double the damage which isn't much if you're resisting 90% of it. You are also immune to "unlucky streaks" because two hits in a row from an AV won't take you down.

    I guess that's part of why the devs gave us Defense instead of Resistance.
  23. I don't know the actual numbers for Ball Lightning and Mu Bolts, but I'd assume they are slightly weaker than their fire counterparts.

    I'm not all sure about swapping Jacob's Ladder for Havoc Punch for two reasons. First of all, the chain I'm using isn't quite gapless (there's a short gap) so using a faster attack would end up making the gap bigger. Currently it doesn't bother me but I'd hate if it did. The second thing is that I'd have to change slotting somewhere else to get that 3.13% AoE Def which melee sets sadly can't give me.
  24. DSorrow

    Agree/Disagree

    Possibly, but you'll die a little bit inside every time you get a mission that is either a defeat all or contains ambushes.