DSorrow

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  1. Quote:
    Originally Posted by Silverado View Post
    Difficulty hasn't been raised.

    Enemies in Praetoria may be harder than Hellions and Skulls, but they pale in comparisson to end-draining Clockwork in the pre-stamina levels, rech-flooring Vahzilok with toxic damage, chain-mezzing CoT mages before anyone has mez protection, tohit-debuffing Spectral Daemon Lords pre-SO's, and other hazardous mobs already present in Paragon City
    This.

    I've had no problems whatsoever playing Praetorian content on my MM. What I do like, though, is that I can no longer sleepwalk through the content and I actually have to pay some attention in order to avoid getting killed, which isn't a bad thing by any means!
  2. I'd pull the two ToHit enhancers from Focused Accuracy because they do so little. They add maybe 2% ToHit to your build, and would serve much better in LField. For the third lacking slot, I'd pull one RechRdx from Power Sink. My experience as a DB/Elec scrapper is that you don't really need it up that often.
  3. Quote:
    Originally Posted by Fiery-Enforcer View Post
    Because you'll use Blaze more than Flares, therefore get more use out of the proc. At least I do on all of my Fire characters.
    That's peculiar. I'd think with the usual Blaze > Flares > Blast > Flares chain you'd use Flares more often. However, if you're thinking of generic missions where you're filling the gaps between the AoEs with Blaze you might be right, but I'd still put it in Flares. Mostly because the proc's added DPS is more useful against single tough targets rather than finishing off low HP critters.
  4. First of all, let me say YAY I LUB MAEC. To elaborate, I really like how it meshes with the performance of ice and my concept for the Ice/MM... I get a pretty shield (bah bah chunky ice) which fits the psychic side of the concept and I get an AoE immob to use with Ice Storm and Blizzard. Good times.

    Anyways, I used a few of Santorican's builds (thanks!) to influence my slotting choices and ended up with a reasonably priced S/L soft capped blaster. Even better, I already have most of the IOs slotted in her current build! I'm planning to use this character as an all-rounder for TFs and general teaming, and I think with great survivability, strong ST and actually quite good AoE I'll be able to pull my weight really nicely.

    Tell me what you think!

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

    Click this DataLink to open the build!

    Booster Grey: Level 50 Magic Blaster
    Primary Power Set: Ice Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Ice Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(17), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
    Level 1: Subdual -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob(7), Enf'dOp-EndRdx/Immob(21), Enf'dOp-Acc/EndRdx(29)
    Level 2: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(15)
    Level 4: Telekinetic Thrust -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(9), BasGaze-Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(13)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
    Level 12: Aim -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(13), RechRdx-I(50)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Health -- Numna-Regen/Rcvry+(A)
    Level 18: Bitter Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(42)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), P'Shift-EndMod/Acc(34), P'Shift-EndMod/Rchg(34)
    Level 22: Drain Psyche -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(23), Nictus-Acc/Heal(23), Efficacy-EndMod/Rchg(34), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(37)
    Level 24: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(25), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(48), TmpRdns-EndRdx/Rchg/Slow(50)
    Level 26: Concentration -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(27), RechRdx-I(27)
    Level 28: World of Confusion -- CoPers-Conf(A), CoPers-Conf%(43), CoPers-Acc/Conf/Rchg(43), CoPers-Acc/Rchg(43), CoPers-Conf/EndRdx(46)
    Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
    Level 32: Blizzard -- Posi-Dmg/Rchg(A), Posi-Dmg/Rng(33), Det'tn-Dmg/Rchg(33), Det'tn-Dmg/Rng(33)
    Level 35: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36), RctvArm-EndRdx(37)
    Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(42), LkGmblr-Rchg+(42)
    Level 44: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45)
    Level 47: Scorpion Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
    Level 49: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run



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  5. Common practice is that anyone looking for a build first posts one themselves, and then others go on to improve it.
  6. 1, 2 and 3: Yes.

    4: Not really. Using Kick in your attack chain will most likely provide you with less overall DPS, even with the proc.
  7. Quote:
    Originally Posted by Sailboat View Post
    One thing I have trouble understanding when people skip attacks is what they are replacing those power picks with. My own Tankers take pretty much all their defensive powers -- including things like the Invulnerability passives -- and Tough and Weave...and Stamina...and still have room for 5-7 attacks. I've made some very tough Tankers without giving up damage.
    I'm often wondering the same. Currently I have two tankers, of which one has eight and the other has all nine powers from his primary. They both have about six attacks, plus taunt, plus whatever utility they might get from their primary.

    I build my tanks first and foremost to survive, then to damage. I find it's actually quite difficult (and boring!) to keep aggro without using attacks, so I'm picking one or two AoEs and enough attacks to sustain a ST attack chain. Blame the scrapper mentality in me, but I find this works much better than "pure tanks".
  8. Quote:
    Originally Posted by Arcanaville View Post
    Well, the knockback protection in PB (as it is in all melee defenses that have KB protection in general) is essentially 100% perfect immunity, so stacking can't help there. But as to the regular protection, I have occasionally seen something break through PB's protection. For one thing, the mag protection scales upward with level, so its only 10.4 at level 50. At level 30 its closer to mag 8. Three mag 3s can break that.
    To elaborate, most mez protection toggles have something like 10000% KB Resistance, which effectively lowers all KB values to 0.01 or whatever the lowest possible value is. The nice thing is that the resistance kicks in before the protection, making you basically immune to any KB effects.
  9. Also I'm not quite sure how they would have increased purple prices at all. If anything, this opened up more supply for purples so in the end their prices should come down. As others have said, it has probably more to do with people not playing their 50s rather than A merits.
  10. Here's something I based on my Ice/SS tank's planned //Soul build.

    Main differences are no Repulsing Torrent, which you could take in place of SJ if you have Ninja Run, and no Focused Burst. I skipped FB because according to my calculations it's the worst ST attack in the set DPA-wise.

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

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Kinetic Melee
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(43), LkGmblr-Def/EndRdx/Rchg(46)
    Level 1: Quick Strike -- 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(46)
    Level 2: Chilling Embrace -- EndRdx-I(A)
    Level 4: Smashing Blow -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(5), P'ngFist-Acc/Dmg/EndRdx/Rchg(7), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(46)
    Level 6: Wet Ice -- EndRdx-I(A)
    Level 8: Hoarfrost -- S'fstPrt-ResDam/Def+(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37), Dct'dW-Rchg(37)
    Level 10: Body Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15), Heal-I(17), RgnTis-Regen+(17)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 18: Glacial Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(36)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(36)
    Level 22: Power Siphon -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 24: Icicles -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg(25), Erad-Acc/Dmg/Rchg(25), Erad-%Dam(34), M'Strk-Acc/Dmg/EndRdx(36), EndRdx-I(50)
    Level 26: Energy Absorption -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(27), LkGmblr-Def/EndRdx/Rchg(27), Efficacy-EndMod(33), Efficacy-EndMod/Rchg(34), Efficacy-EndMod/Acc/Rchg(34)
    Level 28: Burst -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(31), Sciroc-Dmg/EndRdx(31), Sciroc-Acc/Dmg/EndRdx(31)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
    Level 32: Super Jump -- Winter-ResSlow(A)
    Level 35: Hibernate -- Heal-I(A)
    Level 38: Concentrated Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40)
    Level 41: Gloom -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(45), DarkWD-Rchg/EndRdx(45), DarkWD-ToHitDeb/EndRdx(45)
    Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), SipInsght-Acc/EndRdx/Rchg(50)
    Level 49: Taunt -- Mocking-Taunt/Rchg/Rng(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run



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  11. I'm running the BF>AV chain on my DB/Elec and can do so without Hasten. I still picked it to get Energize, Power Sink and Shadow Meld up more often. For a DB/SR it is pretty much useless if you can run your BF>AV without Hasten.
  12. Quote:
    Originally Posted by Fleeting Whisper View Post
    KD is KB with magnitude < 0.75. Many KD powers have a base 0.67 magnitude, but the threshold is 0.75.
    And KU is actually a different effect from KD/KB. Enhancing KU should improve the height where your enemy ends up at and thus extend the time they are in the air.
  13. I'm quite sure regeneration ticks can only happen on server ticks, but I'm not sure if the server can actually calculate that the right amount of regen ticks is given over a certain amount of time. I'm thinking of a cycle like this: you get 10 ticks every 0.264 seconds and then one after 0.132 to get you the correct regeneration on average.

    Quote:
    Originally Posted by roodawg View Post
    ever heard of analysis paralysis?
    jeez just play the game!
    You might want to accept the fact that some people actually like fiddling with numbers and are interested in them. I, for one, like maths and find in-depth knowledge of the game interesting.
  14. DSorrow

    DB/Elec/Soul

    Didn't expect this little feedback.

    If the build looks fine, I'd like some insight to the end-draining playstyle. I've never had a sapper type of character before, and this is my try at "something different".
  15. DSorrow

    DB/Elec/Soul

    Soul mastery was good news to my DB/Elec who now only needs to go redside to get all the yummy benefits.

    What I'm thinking for a playstyle is basically popping Shadow Meld for alpha, then draining all enemies of endurance with LF and PS. If that doesn't work, I'll still have quite a bit of S/L defense to back up on as well as Energize, and I'm almost at the soft cap with a single small purple. All this with a good attack chain sounds quite good to me!

    Here's the build for criticism.

    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: 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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  16. You need 1000/180 - 1 = 455.6% +rech to get Elude perma, which is impossible because the cap is +400% (enhancements included). On the other hand, you could much more easily get IOs to get you to 45% Def to all positions and emulate perma Elude this way.
  17. It's working correctly on all of my characters who have it slotted.
  18. Quote:
    Originally Posted by Bill Z Bubba View Post
    That'd be cooooool. I'd love to dump the teen rating and get some persistent gore flyin around.
    I think enemies exploding if the final hit is a crit would be hilarious.


    And on topic: Brutes were normalized so now they do slightly less damage than Scrappers while being slightly more survivable. I still prefer Scrappers.
  19. Quote:
    Originally Posted by Beelzy View Post
    Guesstimate, 7.5bil for the entire build. 10bil if you are impatient.

    I would also like to say, I like the sniper. This is a great part of an opening combo, Moonbeam>Lightning Rod, that will let you take out one Boss and several Minions before a shot is fired against you.
    I think it'll be impossible to pull off Moonbeam > LR within the duration of BU. A bit over one second of its duration is used up in its own animation, the next eight seconds for Moonbeam, so you'll have less than one second to execute LR whose animation is 2.57 seconds.

    As an addendum, I think the PPP attacks have higher damage in Mid's than they should have. If I'm not all wrong, their damage is about 90% higher than what it should be.
  20. Elec Blast needs some lightning into it. Currently it not only is weak, but also feels weak which I think is worse. For example, while Broad Sword is weaker than Katana DPS wise, it has a certain crunch to it and it doesn't feel weak by any means. My suggestion for Elec Blast: make it something close to Statesman lightning. I want thunder, not some zip zap spark beams!

    Alternate animations for Aid Self would be nice, like a potion, spell or something close to Reconstruction. The tricorder is often the reason why I don't pick it.

    No FX options for pool powers like Super Speed and Hasten.

    Fire Sword/No Fire Sword animations for all Fiery Melee attacks. I really like the swords, but I dislike the fact that I can't use an attack chain that only uses Fire Swords. No Sword animations for people who prefer the other way around.
  21. Quote:
    Originally Posted by all_hell View Post
    It just seems too easy.

    It's nice to have some challenges. Having to hit some mayhems on the way to 50 is a good excuse to get out in the world.

    Previously, it was hard to fit them all in because there was no ouro and we couldnt turn off xp. So you needed to plan carefully to get you badges and your mayhems. But now that you can get your badges in ouro and turn off xp to keep from outlevelling your mayhems...
    What about characters who were level 50 before these were implemented? They never had a chance of planning their leveling up to get these. It's a pain trying to look for people who are doing mayhems/safeguards when you're online and not doing something with a team. Then there's the thing that if you come across a person like this, you may not always be able to join their team (full, leader doesn't respond, etc).

    Where do I sign?
  22. I'm sure KM will be great with Invuln, too. After all, your attacks do -DMG which should stack very nicely on top of your resistances and defense. Doesn't the AoE do knockdown on top of being the most powerful -DMG power in KM, too?
  23. One thing I'd point out is that building for +DMG is largely pointless on anything with sustainable (or close to it) DMG buffs like Power Siphon. Your already existing damage buffs will pale next to the real thing, and the overall benefit for gimping your build will be minimal. You should rather roll a defensively built scrapper than an offensively built tanker if you want decent to good defenses and good offense.
  24. Quote:
    Originally Posted by Chaos_String View Post
    Those are pretty modest requirements as things go in this forum.
    They are. 95% from enhancements, 70% from Hasten and only 40% from set bonuses. Not much around these parts.
  25. It's not a bad set by any means. You get incredible resistance against the most common types of damage as well as decent defense against anything that isn't psi. Then there's Dull Pain for when you get hurt. Basically you have great mitigation and decent damage recovery, all in all it's a nicely rounded set.