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With the upcoming Fitness change Invuln might just turn into the toughest high-end scrapper secondary there is. You can have
- Perma capped HP through +Recharge and Dull Pain + Accolades.
- Soft capped Defense (or close to it) for at least S/L, not too hard to get E/NE, too.
- Great S/L Resistance (65%+) with Fighting Pool and decent Resistance to all other types of damage except Psi (about 25%).
- Fitness pool being made inherent, you can have Leaping/Speed/Fighting/Medicine and plug the only hole Invuln really has outside of Psi: damage recovery.
- Decent DDR (50%).
I'm looking forward to this.
WP on the other hand doesn't benefit that much of the Fitness change. Aid Self isn't of much use when you can have insane Regen. You could take Maneuvers instead of Fitness if you had it, but that also is just a few percent Defense. It can make the difference between soft cap and no soft cap, but I still think Invuln benefits much more. -
My Cold/Sonic is one of my most used characters for TFs so I'm looking to make the build as good as it can get. I'm aware of the upcoming changes to Fitness, but I'm still going to respec, because when the change hits I'm going to swap the Fitness pool for Assault (no slots needed), Vengeance (no slots needed) and Siren's Song (taking slots from Stamina, I have almost perma Heat Loss).
So, being slightly more accurate, I'm looking for the maximum amount of buff/debuff while still bringing in respectable damage and being able to survive quite easily. The build I put together is 3% away from being soft capped to S/L/E, and in most TF teams there is someone who can give me that 3%. I didn't pick Infrigidate because I dislike the fact that it's single target and took Snow Storm instead. Basically I'm just planning to use Web Envelope > Sleet > Howl > Snow Storm on most spawns and then switch to pummeling the boss with single target sonics. I also picked the pet from Mace because I can buff it to be quite survivable and debuff enemies enough to make it effective, and I have enough recharge to have it up over 80% of the time.
For anyone who wants to give it a go, anything goes except PvP IOs and expensive purples.
Hero Plan by Mids' Hero Designer 1,803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Cold Domination
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Ice Shield -- LkGmblr-Rchg+(A), GftotA-Run+(3), GftotA-Def(3)
Level 1: Shriek -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(21), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(23)
Level 2: Scream -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(19)
Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rng(5), Posi-Acc/Dmg/EndRdx(9), Posi-Dam%(11)
Level 6: Glacial Shield -- LkGmblr-Rchg+(A), GftotA-Run+(7), GftotA-Def(7)
Level 8: Fly -- Zephyr-Travel(A), Zephyr-ResKB(9)
Level 10: Swift -- Flight-I(A)
Level 12: Arctic Fog -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(13), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(15), S'fstPrt-ResDam/Def+(15)
Level 14: Health -- Numna-Regen/Rcvry+(A)
Level 16: Shout -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(27)
Level 18: Benumb -- Acc-I(A), RechRdx-I(29), RechRdx-I(29), RechRdx-I(31)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(31), P'Shift-End%(33)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(34), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(34)
Level 26: Sleet -- LdyGrey-DefDeb/Rchg(A), LdyGrey-%Dam(36), LdyGrey-DefDeb/Rchg/EndRdx(36), UndDef-DefDeb/Rchg/EndRdx(36), TmpRdns-EndRdx/Rchg/Slow(37), Achilles-ResDeb%(37)
Level 28: Snow Storm -- EndRdx-I(A)
Level 30: Amplify -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(42)
Level 32: Heat Loss -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(43), P'Shift-EndMod/Rchg(43), P'Shift-EndMod/Acc/Rchg(43), P'Shift-Acc/Rchg(46)
Level 35: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(37), Stpfy-Acc/EndRdx(39), Stpfy-Stun/Rng(46), Stpfy-Acc/Stun/Rchg(50), Stpfy-KB%(50)
Level 38: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), DefBuff-I(42), LkGmblr-Def/EndRdx(42)
Level 44: Web Envelope -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(45), GravAnch-Acc/Rchg(45), GravAnch-Immob/EndRdx(45), GravAnch-Hold%(46)
Level 47: Summon Disruptor -- S'bndAl-Dmg/Rchg(A), ExRmnt-Acc/Rchg(48), ExRmnt-Acc/Dmg(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(50)
Level 49: Frostwork -- Dct'dW-Heal/Rchg(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
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Quote:I'm aware of the upcoming changes to Fitness, but I'd really like to swap to Mu mastery if only to make playing the character more enjoyable. Fiery attacks just break the immersion.Er.....
I'd never tell ya not to play a toon, and you can respec all ya want, but if you hold off until the next issue hits you'll be able to free up FOUR powers.
And, odds are good, then toss the effects of the Incarnate System on top on that.
Just sayin'.
Then there's the thing that I already have everything except the Red Fortune in his current build so it won't be an expensive respec anyway. -
I'm currently taking my Elec/SD/Blaze through a series of tip missions to get him to villain status in order to unlock the PPPs. I've been waiting for an electricity based epic pool for ages and can finally get one, and if I have a bit of free time I'll be able to unlock the Mu patron pool this weekend.
Mu mastery fitting the concept isn't the only good thing about GR, I'll also be able to pick one more power. Actually two, I'm finally getting the Martial Arts booster for my 2nd account, too! Goal is to make this character an AoE obliterator with a decent ST attack chain. Currently my attack chain is Jacob's Ladder > Charged Brawl > Fire Blast > Charged Brawl, and unless someone suggests anything else that works I think I'm just going to substitute Fire Blast with Mu Bolts. The chain is a bit clunky thanks to Jacob's Ladder, so something more fluid would be nice, but if I'm going to have to lose effectiveness (noticeably) because of it, I'm going to stick to the old one. The cone isn't such a big deal because it doesn't make that much of a difference in my AoE damage output.
A little bit about power picks and slotting choices. I picked Charged Brawl and Jacob's Ladder because they are superior to Havoc Punch DPA wise. The slotting in Thunder Strike and BLightning are what I currently have in Thunder Strike and Fire Ball, and frankly I don't think the little increase in their recharge would be worth changing the Dam to Dam/Rech. Also I slotted Weave with Red Fortune instead of Deflection to get better endurance consumption. In fact, with the changed slotting, I'm only getting an extra 0.06 end/sec from toggles compared to my current build (no Grant Cover).
If anyone wants to give it a shot the only limits I have are the powersets (Elec/SD/Mu) and budget (no PvP IOs). Though, I do have enough influence to buy a Glad Armor +3% Defense and you might be able to persuade me into buying that if it would result in a quite high increase in performance.
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: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(19)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3)
Level 2: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(11), Sciroc-Dmg/Rchg(13), Sciroc-Acc/Rchg(13), Sciroc-Acc/Dmg/EndRdx(15)
Level 4: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(5), Numna-Heal/EndRdx(5), Numna-EndRdx/Rchg(9), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(11)
Level 6: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(7), HO:Enzym(7)
Level 8: Thunder Strike -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(34), Armgdn-Acc/Rchg(36), Armgdn-Dmg/EndRdx(36), Armgdn-Dam%(36), FrcFbk-Rechg%(37)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(34)
Level 12: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(33), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(33), GSFC-Build%(34)
Level 14: Hurdle -- Jump-I(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(21), Mrcl-Heal/EndRdx(21), RgnTis-Regen+(23)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc/Rchg(25), P'Shift-Acc/Rchg(25), P'Shift-EndMod/Acc(48), P'Shift-End%(48)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 26: Kick -- Empty(A)
Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-EndRdx/Rchg(29), Aegis-ResDam/EndRdx/Rchg(29), Aegis-ResDam(31), Aegis-Psi/Status(31)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx/Rchg(50), RedFtn-Def(50), RedFtn-EndRdx(50)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
Level 38: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 41: Mu Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Acc/Dmg/Rchg(46), Ragnrk-Acc/Rchg(46), Ragnrk-Dmg/EndRdx(46), Ragnrk-Knock%(48)
Level 47: Grant Cover -- LkGmblr-Rchg+(A)
Level 49: One with the Shield -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 1: Ninja Run
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That's not pretty much what you said.
Let's assume that your current team make-up has -20% Res going on and no one has Assault and would get 80% +DMG from Assault. In fact, let's bump that up to +100%.
Everyone in your team is currently doing (1 + 1) * 1.2 = 2.4 x base damage. The resistance debuff provides you with 0.4x base damage.
You're then dropping the one whoever has the -Res and replace it with another Assault. You're now doing (1 + 1 + 0.8) * 1 = 2.8 x base damage. However, keeping the same debuffer in there, you would do (1 + 1 + 0.8) * 1.2 = 3.36 base damage, 20% more than without the -Resistance, or equal to 1.6 extra teammates (whole team damage on average). This time around, the resistance debuff provides you with 0.56x base damage.
If you were min maxing to begin with, I don't see where the logic is that now with damage buffs available in more builds dropping the -Resistance makes sense. After all, the plenty of +Damage available should make the -Res all the more appealing.
And that's leaving out the fact that the debuffer will bring much more to the team than their (possibly low) damage and a -20% Res Debuff if they have that much of a team player in them to pick up Assault. -
Quote:If I were playing in an organized 8 player team set up to play through content very fast, I probably wouldn't even notice that 80% +DMG. Everyone is already playing at maximum efficiency (or close enough to it), meaning any further +DMG will be wasted.With +80% my teams can drop a defender from the lineup and split up more to get things done faster. That +80 is a -res and +damage buff we don't need anymore.
Glad to see you thought this through.
If I were playing in an organized 8 player team set up so that everyone plays whatever they want, I probably wouldn't even notice that 80% +DMG. The only case where I might notice the +DMG was if we had very little AoE (less than two or three), buffs and Debuffs. Something that just won't happen even if you pick 8 characters randomly. Your average 8 man team has enough AoE (you only need, what, three or four AoEs, to mow down minions at +0/+1?) to steamroll through most missions, you should also have at least one or two people with buffs or debuffs so the +80% damage simply won't make a big difference.
If I were playing in a PuG, I everyone would take Leadership even with three new power picks available, so no change here either.
Then there's also the thing that -Res multiplies +DMG. Dropping -Res because of getting +DMG seems kind of strange from a min/max perspective because if the -Res was already better as a multiplier than the added damage from a Scrapper/Blaster/whatever, it would still be the better choice. -
Quote:I'm still not completely sure what I'll be doing with my characters.Totally. Awesome.
Man I'm looking forward to this, slotting challanges included. Looking at leadership to bring more to a team for my Claws/WP scrapper. Between Stamina + Quick Recovery, he should be able to handle the end drain. Plus the Gaussian's: Chance for Build Up will be awesome in tactics.
Medicine seems quite appealing for my Kat/Inv who could then easily pass off Dull Pain as perma capped HP, and between his decent Regen, Defense and Resistance he'd be even tougher than he is now. I could also pick the ST taunt from Katana, something I've been wanting, but never been able to fit in... -
Quote:Water Spout + Hibernate for teh lulz?My problem with the PPPs for Scrappers is that outside of Shadow Meld and Ball Lightning, there isn't much that interests me.
It seems to me that Water Spout should be quite a nice tool for AV soloing, but haven't got around to checking it out. Might even get that for my FM/SR at some point along with Hibernoob... -
Quote:This.Building for psy def/res specifically tends to yield subpar results considering the relatively small amount of enemies using psi (unless you fight these very specific foes more often than usual). Working towards the S/L/F/C/E/N softcap tends to give significant ranged/AOE defense as a side benefit - which will work against many psi attacks.
To overcome psy on an Invuln, use inspirations, accolades and team buffs. -
I know, but for some being at the maximum efficiency is what the game is all about, i.e. being as super as you possibly can. With a change like this your builds are no longer the best they can be, so with that mindset a respec is, in fact, needed. I partly sympathize because I like to maximize the effectiveness of my characters, too. Then again, this change is only good for me because if I'm able to pick three new powers on all of my characters, I can fit in a bit of concept which is often what you have to leave out in order to get efficiency.
In the end I'm not all too fussed about respeccing my own characters, so I'm not complaining at all. What I'm most likely going to do is respec my most played characters as soon as possible and then get around to respeccing the rest when I have the time and motivation to do so. -
Quote:I don't think people are negative towards the change because it's basically a buff. What makes people seem negative towards the change is the reaction to having to respec your build in order to keep it at maximum efficiency, which is the goal for most forum-goers. Whenever people need to deviate from something that's been working fine for ages to anything, even a better system, there will be people who aren't all happy with it just because they need to change.OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.
I swear some of you could be in the desert, dying of dehydration and someone could come along and offer you a bottle of water for free and you would complain because it is not the brand you normally drink. Or that there is no ice and no glass provided and the plastic screws up the environment and they only had a 20oz bottle instead of the 16.9oz ones you like and the bottle had those little screw on lids that only have like 1.5 turns on them that fall off too easy and the guy didn't even have any crystal light mix packets to add flavor because plain water is boring and.......
And, even if they don't actually need to change (no forced respecs, existing characters staying the same), many people will feel they have to change just to stay on par with those who take advantage of the new Fitness. -
Quote:Fixed.I will be respecing every single character I have. Every. Single. One.
This means that most of my scrappers will get Aid Self + a one slot wonder instead of Fitness... Or maybe Leadership. Dunno, feels great that we'll finally be able to deviate from the standard Leaping/Speed/Fitness/Fighting setup. Sure, it'll still be Leaping/Speed/Fighting for most, but the fourth place can be filled with quite a few different things. -
I think this change seems very interesting. Still, I'm wondering how they'll get around the fact that most people already have 3 or 4 powers from the Fitness pool when they make it inherent. Will these kind of characters just be grandfathered in that they have both power pool Fitness and inherent Fitness? Will they be forced to respec?
The only thing I'm not looking forward to is respeccing most of my characters when this hits... Though, the min/maxer in me is screaming with joy as my main can finally get Aid Self and Taunt! -
Here's a slightly different take on the build. I dropped Body Mastery because I think FA isn't really that good and the recovery from Physical Perfection would be wasted. I'm currently running an IO'd Elec/SD/Blaze with ~3.6end/sec recovery and don't remember when he last ran out of endurance.
I went went for medium levels of recharge, combined with Shadow Meld. This should allow you to pop Shadow Meld, Lightning Rod into a spawn and take the most of it out before needing your defenses. I think it would also make playing the character a bit more interesting because personally I found WP quite boring. The Glad Armor unique is placed at lvl 49, but as far as I know it should still exemp down to level 1.
I took Charged Brawl instead of Havoc Punch, because CB is the superior attack out of the two. Even Jacob's Ladder is a better ST attack than Havoc DPA wise. I also picked Dark Blast to help with the attack chain. I use JL > CB > Fire Blast > CB on my Elec/Shield, but he doesn't have Chain Induction which is a very nice ST attack. You can run CI > CB > JL > CB with a 0.1 second gap when Hasten is up, but I'm not sure if it's the best attack chain you can use with Dark Blast available. Even if it is, Dark Blast is still nice for a filler when Hasten isn't up.
Anyways, here's the build.
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Having played a Spines/Fire and a DB/Elec to 50, I'll list the main differences...
Damage: Fiery Aura wins this hands down, Elec just cannot compete with Blazing Aura + Burn + Fiery Embrace. If I'm not all wrong, Blazing Aura alone is stronger than Lightning Field damage wise. Elec does have the +Rech, but from my experience (lvl 50 Spines/Fire and Spines/SR), Spines doesn't really benefit that much from high Rech.
Endurance: I'd like to say Elec wins this category, but I have the feeling that with the buffed up Consume Fiery Aura is on par. It might even be better, thanks to easy perma +Recovery surpassing Stamina and the low cast time of Consume (vs. Power Sink). The EndRed from Energize helps, obviously, but there is a point where EndRedux becomes useless.
Damage mitigation: Elec wins here easily. With higher resistances across the board and being able to drain a whole spawn empty of endurance (easy with slotted Power Sink and LField) it mitigates more damage. Elec also has a godmode should you want to pick it.
Damage recovery: I'd say the two sets are on par here. While Elec's heal recharges slower, it gives you +Regen for half a minute which slotted up is very nice. Fiery Aura does have a nice self rez if you do get defeated, but I think the goal of most Scrappers is to stay alive.
Overall, I'd say the sets are quite equal. Elec being the winner in survivability while Fire does more damage. This is also why I think /Fire is the more common pick for farming. -
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.
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It could be unstackable, but with 80% EndMod enhancement value that 50% EndDrain Resistance will become 90% Resistance, assuming it's enhanceable.
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Quote:I would have to agree that this is one of the most annoying features in the game, doesn't stop me from using sets without AoE immob or taunt aura, but makes me skip certain enemies every time I can (wolves, anyone?).Mobs running away is probably my least favorite of the game "features" to the point that I will simply not play an AT/Powerset that doesn't have either an AoE immobilize or a taunt aura because of it
That said, my most recent lvl 50, a DB/Elec scrapper, had some difficulties keeping enemies clumped because of the lack of taunt aura (I wonder why they can't just give them to Scrappers...) and endurance drains. It was frustrating at times, but not game-breakingly annoying. -
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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Strange that it doesn't work in the same way as "Get all inf".
Sending a petition would probably be the best course of action. -
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Quote: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.TBH it fails. That def is not high enough to counter the games hit RNG.
Quote:Why are you going for def on a res set when you have so little res?
Quote:50% rechage lolwut that is ubber low.
Quote:That toon will be about as useful as this cam. -
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Quote:That's true about FA... However, it still has the powerful ToHit Debuff Resistance which cannot be replicated with IOs (at least easily). Also, if the OP doesn't want to get into IOs just yet and he has the Endurance tools from ElA, why not pick it?I'm not a fan of FA at all any more, since most of what it does can be replicated by slotting two IOs. (Rectified Reticle +Percep, Kismet +Acc) I'd drop FA entirely to make room for Ablating Strike; if a tanker plans to use the high-level combos, all DB's attacks are really a must. And unless you plan to fight a lot of high-level foes, 1 acc should be enough until you can slot for set bonuses.
As for the combos, I only use the BF > AV combo on my Scrapper with the occasional Typhoon's Edge (I like the animation and full 360 degree arc) thrown at the end. BF > AV does very nice ST damage and also respectable AoE, which is why I don't think the other combos are really that needed. -
I'm fairly sure Acrobatics is enough to protect you from one Mag 3 Hold effect. It gives you two points of protection and all player characters have 1 point of protection against all types of mez, you'd go down to 0 points if a standard Hold would hit you. As far as I know, you'd need to dip below 0 to actually get held.