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I'd probably go with Fire/Ice because Fire does more damage than Elec and /Ice already supplies you with mitigation.
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Best attack would be the ranged attack you use most often. This will make the proc go off most during a long period of time resulting in highest overall damage.
It is also generally a good idea to slot for ED capped damage (95% or something close to that) and after that use procs, so I'd suggest you add a damage IO. You could also add an accuracy, but I'm not sure if you'll need that if you have TT: Tactics. -
If I could instantly IO up every single one of my characters to the max, I'd probably have left the game long ago. A fixed price store would cause people to be able to do this because influence generation is not the problem, but rather the availability/demand of items causing the difference in price.
With the current system I have always something to look forward to, namely an IO build on an alt that will improve it and make it feel more powerful. -
I started a duo with a friend about 6 weeks ago (DB/Elec scrapper and Cold/Dark defender) and we've been slowly leveling to 31 where we are at currently. I'm really enjoying DB because it seems great for damage dealing, even on basic IOs. I decided I like it enough to pour some influence into it once I reach higher levels, but before I'm doing that I need a build to follow and I decided on the oh-so-popular S/L soft cap.
The build I have in mind runs the BF-AV attack chain seamlessly with an Achilles Heel proc plugged in. I'm just under a percent shy of the soft cap for S/L which I don't think is bad at all for DB/Elec. Now, there are some odd slotting and power choices in the build and it most probably can be improved which is why I'm posting it here. I have a few doubts about this build so let's get to the questions:
1) Maneuvers... I picked this only to get closer to the soft cap. I'm not yet sure if I should actually keep it or swap it for Hasten. It's a few percent defense (resulting in a few dozen percent of damage reduction) vs. Energize and CP up more often.
2) No Power Sink! Yeah, I actually skipped it. This is mostly due to the long animation time, which would cut into DPS if I wanted to do something silly like solo AVs or pylons.
3) Two brings me to endurance sustainability. End drain is quite high with Lightning Field so scarcely slotted for endreduction and Maneuvers. I could swap the Obliteration for Multi-Strike because I don't really need the +Rech, but that would lower S/L Defense by a percent which prevents quite a big portion of the incoming damage at that degree. I expect, though, that I'd be safe between Stamina, Energize, Conserve Power and Physical Perfection. There's always the possibility of adding a Miracle: +Recovery, as I have two or three in storage.
Here's the build itself. Any improvements within similar budget will be welcome!
Hero Plan by Mids' Hero Designer 1,707
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: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Power Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), KntkC'bat-Knock%(13)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5)
Level 2: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), HO:Nucle(9), Achilles-ResDeb%(9)
Level 4: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 6: Super Jump -- Winter-ResSlow(A)
Level 8: Blinding Feint -- 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 10: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15), RgnTis-Regen+(17), Heal-I(17)
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(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(29)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(27)
Level 22: Energize -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25), Dct'dW-Rchg(25)
Level 24: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(34)
Level 26: Sweeping Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 32: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36)
Level 35: Typhoon's Edge -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(45)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(43), Ksmt-ToHit+(46)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run
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Actually, you should keep the purple set in Gambler's Cut. All the high-end attack chains spam GC pretty much every other attack, so you'll get the most out of the purple proc in GC.
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The two most expensive ones I have are probably my Kat/Inv at around 5bil influence or maybe even more just counting the really expensive pieces (two sets of purples, 5 LotG +rech, 3 Heal uniques, PvP +3% Def and -Res proc). I'm glad I bought most of the stuff before the market went crazy so I "only" ended up spending about two billion on it!
Second place is taken by my Elec/SD/Pyre whose build is probably in the range of 2 or 3 billion.
I think it has to be said, though, that I'm very careful with my inf and often look for bargains meaning I'll buy the cheapest IO available at any level between 41 and 50, and I VERY rarely use BUY IT NAO prices. -
Elec/SD/Pyre should measure up quite nicely, as should Fire/SD/Pyre.
The best thing about Fire/Kins is the fact that they can be set-up at practically no cost to be very effective against a chosen type of enemies. -
Fortunata sounds like a best fit to me, but basically anything that relies on defense for survival should work.
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1) Either Dark or Elec for scrappers, IMO. Dark gives you a self heal in your attack chain and is also top notch single target damage. Elec is probably the best AoE set and it has two AoE knockdowns of which one is a nuke similar to Shield Charge and the other is available every 10 seconds or so.
Elec is probably overall the better survivalist in a team setting where you go up against a mix of lieutenants, minions and bosses due to its insane AoE capacity. You can just wipe out all the minions and lieutenants in your first volley of attacks which greatly increases survival. Against single tough targets such as AVs, though, DM is head and shoulders ahead.
2) Lowish defense out of the box is the only thing I can come up with. IO yourself to softcap and enjoy godmode! If you can't manage to fit in Grant Cover lowish DDR might be perceived as a hole, but it's not that much of a problem.
3) Mids' Hero Designer. Available at www.cohplanner.com -
Your build has the FF proc in Thunder Strike enabled which causes the anomality. Turn it off and you should see the real values.
As for not picking a travel power... I'm not actually sure. Grant Cover would be a good pick, but I'm not sure the build has enough slots to leverage it properly. Would need some toying around to see how it'd work out, but I think it would be the best pick. -
I think the FF proc in LR only actually applies the +rech on the pseudo pet LR is meaning you would get zero benefit from it. I could be wrong, though.
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IIRC there was also talk of another competitive attack chain: FU > Slash > Focus > Evis with both of the -Res procs and two BU procs. Can't remember how that measured up.
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I think WP is sort of like the old Regen back in the toggle IH days. You put your toggles on and you don't die, generally.
/votes for WP.
I have to say, though, that in the hands of an extremely skilled player and assuming uber IO setup a Regen might just take the edge on survival. But then again, WP can get nearly as good with no activity from the player. -
This is my Elec/SD/Pyre build as I have it on live server. I don't farm with it, but I know it excels in AoE damage and is tough so it should have no problem farming.
My build has slightly lower regen and HP, but it is soft capped against all positions making it more survivable. The +Rech on both builds is the same, but my build has more AoE and a seamless single target chain for hard targets like AVs. The single target damage isn't spectacular, but it's mostly unresisted damage types (Energy and Fire) so in most cases you'll do good. The chain I'm using is JLadder > CBrawl > FBlast > CBrawl. What I like most about my build is that it's completely sustainable without insps or temps; while the AoEs use more endurance than I can recover in the long run, fights just don't last long enough to run me dry. Single target wise the attack chain is relatively so "weak" that it doesn't use up much endurance.
Hero Plan by Mids' Hero Designer 1,707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science 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: Blaze Mastery
Hero Profile:
Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(15), T'Death-Dam%(17)
Level 1: Deflection -- S'fstPrt-ResDam/Def+(A), LkGmblr-Rchg+(43), LkGmblr-Def(43), LkGmblr-Def/EndRdx(43)
Level 2: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(3), Sciroc-Dmg/Rchg(3), Sciroc-Acc/Rchg(5), Sciroc-Acc/Dmg/EndRdx(5)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(42), HO:Enzym(42)
Level 6: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(17), Numna-Heal/Rchg(39), Numna-Heal/EndRdx/Rchg(40), Numna-Heal(40), Numna-Regen/Rcvry+(42)
Level 8: Thunder Strike -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(9), Armgdn-Acc/Rchg(9), Armgdn-Dmg/EndRdx(11), Armgdn-Dam%(13), FrcFbk-Rechg%(13)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(11)
Level 12: Hurdle -- Jump-I(A)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(19)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(19), RgnTis-Regen+(37)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(29), P'Shift-EndMod/Acc(40), P'Shift-End%(50)
Level 22: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(25), GSFC-Build%(29)
Level 24: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Kick -- Empty(A)
Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-EndRdx/Rchg(31), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(31), Aegis-Psi/Status(34)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(46)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
Level 49: Phalanx Fighting -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 1: Ninja Run
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Quote:The thing is, though, that DM beats MA by a lot more.The set might "trump the other in all aspect" but it's not by much. Even if DM beats MA by 5-10 DPS, most people won't notice.
The highest MA in the Scrapper Pylon times thread is an MA/SD at 174 DPS whereas the worst DM/Shield (picked this for parity in secondary set) is listed at 209 DPS. I'm aware we're speaking of stalkers here, and changing Soul Drain to BU will drop DM's sustained DPS. I also know that my information source is more than likely very skewed towards DM thanks to more optimized DM/SD builds, but I still think it speaks volumes. -
This is quite close to what I have on live currently:
Hero Plan by Mids' Hero Designer 1,707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Ice Blast
Secondary Power Set: Mental Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Ice Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
Level 1: Subdual -- Empty(A)
Level 2: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(43)
Level 4: Telekinetic Thrust -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 6: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(7), LkGmblr-Rchg+(7)
Level 8: Hurdle -- Jump-I(A)
Level 10: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(11), GSFC-Rchg/EndRdx(13), GSFC-ToHit/EndRdx(13), GSFC-Build%(15)
Level 12: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(17), Posi-Dmg/EndRdx(17), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(42), TmpRdns-EndRdx/Rchg/Slow(42)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Health -- Heal-I(A)
Level 18: Bitter Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(37), Dev'n-Acc/Dmg/EndRdx/Rchg(37)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(34)
Level 22: Drain Psyche -- Nictus-Acc/Heal(A), Nictus-Heal(23), Nictus-Heal/HP/Regen/Rchg(23), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(34), Efficacy-Acc/Rchg(34)
Level 24: Concentration -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(25), AdjTgt-ToHit/EndRdx/Rchg(25), AdjTgt-EndRdx/Rchg(29), AdjTgt-Rchg(50)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Kick -- Empty(A)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31)
Level 32: Blizzard -- Posi-Dmg/Rchg(A), Posi-Dmg/Rng(33), Det'tn-Dmg/Rchg(33), Det'tn-Dmg/Rng(33)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
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: Snow Storm -- EndRdx-I(A)
Level 44: Frozen Armor -- S'fstPrt-ResDam/Def+(A), LkGmblr-Rchg+(45), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 47: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(48), CoPers-Conf/EndRdx(48), CoPers-Acc/Conf/Rchg(48), CoPers-Acc/Rchg(50), CoPers-Conf%(50)
Level 49: Hibernate -- Heal-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 6: Ninja Run
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If asked, I'll share my build in 99% of the cases. If the request is along the lines of "lol giev ur pwnz0r build plz" I probably wouldn't even respond, much less give my build.
That being said, though, most of the time I won't bother posting a build in a request thread if the poster hasn't made any effort towards their own build. However, if I happen to have a build for those particular powersets that fits the criteria of the poster saved in Mid's, I'll post it. -
Empathy/Sonic defender paired up with an Elec Melee/Shield scrapper was a blast. Did this with my friend last year. It is so far my fastest level 50 and we never even powerleveled or joined high level teams, just story arcs all the way.
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I think the problems with sonic are mainly:
1: Endurance. Your two best powers are expensive toggles (Sonic Dispersion and Disruption Field) that cost 1.56 end/sec unslotted, coming down to about 0.8 end/sec fully slotted for end reduction. That's quite a bit considering many of my melee characters run up to 6 toggles for the same endurance cost. This is my biggest beef with the set, especially because it does not have an endurance tool in it.
2: The -Resistance. It is difficult to apply high -resistance on a spawn because Sonic Siphon is single target and DF is at the mercy of your teammates. Most of the time you'll end up with 30% -Res on the spawn, 60% on the boss(es). Comparing this to Freezing Rain/Sleet/Enervating Field and whatever else you have that are up every spawn, Sonic doesn't really pull ahead. This isn't great for a set that's supposed to excel at manipulating Resistance values.
3: "Useless" powers. Sonic Cage doesn't have much use, I don't think I have to discuss why. Sonic Repulsion isn't great either because it does KB and uses considerable amonts of endurance. I probably wouldn't pick it even if it did KD because running the three toggles in Sonic wouldn't leave me with any endurance to use attacks or other abilities. Liquefy... I appreciate the power's insane debuff numbers, but I'd still prefer EQ over it for smaller mitigation that is available at every spawn. I'm not a fan of situational powers, because I pick my powers to use them, preferably often and all the time. With Liquefy, I feel like I'm constantly conserving it for the moment you need some surprise mitigation and I'm not actually using it.
4: Soloing. You only have four powers that you can use while solo, one is a toggle (Dispersion), one is single target (Siphon), one is more or less useless (Cage) and one is on an obscenely long recharge (Liquefy). It's not really a fun set solo when you only have one power that isn't a toggle you can use every spawn.
5: Disparity versus other buff/debuff sets. I just feel Sonic is completely overshadowed by sets like Cold and Thermal. They both provide similar mitigation to Sonic, but I feel they also have do more.
A Cold Defender provides ~28% Defense to everyone within Arctic Fog if they have the Cold Shields used. This is similar to Sonic's ~56% Resistance within Dispersion bubble. On top of that, Cold has Frostwork which can easily be placed on half of the team providing them with pseudo resistance. Cold also has Sleet which provides similar -Res to Disruption Field, but also has -Def, -Rech, KD, Slow and puts a lesser constraint on Endurance usage. It could be argued that Cold is about as good versus single targets with Sleet/Benumb/Infrigidation used regularly. Then there is Heat Loss which works much better as a situational power than Liquefy, you're not, after all, expecting to be out of endurance regularly.
Thermal is a similar case. It provides about half of Sonic's +Resistance, but on top of that it has heals, which in most cases make up the difference. Thermal's AoE -Res is slightly weaker than Sonic's, but it also provides -Def regularly. Forge could make up for the difference in the -Resistance, because the +Dmg can affect a whole spawn instead of single targets (Forge vs Siphon) if your team has AoE attacks. Thermal also has Heat Exhaustion for tough single targets, which in most cases is equal to significant DPS by shutting down regen completely, or at least nearly so. Thermal, just like Cold, also seems more endurance efficient in that I'm not as often out of endurance as I am with Sonic.
How would I fix Sonic, then?
I'd probably start with lowering the Endurance costs of the toggles. I simply don't like playing a character that has limited active capacity. And we're only talking about two of the main toggles. What about if I want to run leadership like on the rest of my defenders? Or pick an epic pool shield?
After that, I'd make Sonic Siphon a max 5 targets, 10ft radius targeted AoE. Unstackable. That would really make it a more useful power in a team setting and also help make Sonic excel in -Resistance.
I'd also make Liquefy something closer to Earthquake. I basically want a power that is up every spawn, but does less mitigation than Liquefy does, but still enough to make a difference.
Lastly, I'd like Psionic and special resistances in the single target buffs. Maybe even unenhanceable +HP, +Recovery, or something like that. Just to make it stand out in a way.
Note, this is coming from someone with a level 50 Sonic, Thermal and Cold, and I'm only speaking from my experience. As always, YMMV. -
I think the economy and market in this game are fairly simple. I've never studied economy and have no interest in real life economy and I still make good profit in the in-game market. As you guys have said, it's just a game and games generally are simple.
Most of my characters are very well equipped meaning IO sets, even rares and some might even have the "cheap purples". I play the market to earn influence in order to play the game as I like to: being able to build a character that does "impossible" things, you know, like superheroes do.
With that said, I don't think any economical studies are needed in order to make the most (or at least a lot) out of the market. In the end, IOs compare quite well to similar situations in real life: you'd like a Lamborghini, but in the end you can get from place A to place B on foot or on a bike or a moderately priced car. It won't be as fast or as "cool", but it'll do the trick. -
I took her down solo on my FM/SR, but as Werner said earlier, you'll have to use red insps. I think I used 16 of them. I used eight at a time and it took me two turns of me hitting and her PFFing before she gave in.
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Quote:I'm not actually so sure about this. I'm running an SG with one of my friends and we're currently 3rd on the "top SG list" (I'm aware this means next to nothing) on Union. We basically invite anyone who wants to join, and we're especially keen to recruit new players.Any SG that will immediately accept you as a member, knowing nothing about you, will accept anyone and isn't an SG you want to be part of.
The SG used to be quite hardcore (we were at top 1 at some point), but when most of the leaders left for other games it was just me and my mate left there so we decided to make it more casual friendly. No running in SG mode unless you want to. Invite rights for everyone so they can invite friends should they want to. It's worked quite nicely so far, we have an active playerbase now and we're running SG TFs regularly and what's most important is that everyone's having fun.
I don't think you need to pass some sort of rite of initiation to be able to join. I think it's more important that we just recruit anyone who wants to join and then help and teach them in SG teams. It doesn't cost me any extra to help other players have a better gaming experience.
The only expectations we have of our members is that they're willing to learn and have fun. Basically this just means that we shouldn't don't have to tell them not to zerg into spawns on their blaster more than a few times. As long as they don't harm the gaming experience of other members everything goes.
My two cents... -
This is a very quick and rough build so there will be room for improvement even with the same budget. If you're willing to spend more you can take it to a whole new level of performance.
Anyways, the goal here was to show what I think you should focus on as an Invuln scrapper.
Hero Plan by Mids' Hero Designer 1,707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Invulnerability
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(13), Mako-Dam%(13)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(9)
Level 4: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(7), Dct'dW-Rchg(7)
Level 6: Focus Chi -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(25), RechRdx-I(25), RechRdx-I(27)
Level 8: Crane Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(27), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(34), F'dSmite-Acc/EndRdx/Rchg(36)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Mrcl-Rcvry+(15), Mrcl-Heal(19), Mrcl-Heal/EndRdx(23)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(19)
Level 18: Crippling Axe Kick -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(45), S'ngH'mkr-Dmg/Rchg(45), S'ngH'mkr-Dmg/EndRdx/Rchg(46), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
Level 22: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 24: Kick -- Empty(A)
Level 26: Dragon's Tail -- Erad-Acc/Dmg/Rchg(A), Erad-Dmg(37), Erad-Acc/Rchg(40), C'ngBlow-Acc/Dmg(40), C'ngBlow-Dmg/EndRdx(42), C'ngBlow-Acc/Rchg(42)
Level 28: Invincibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(43), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(43), RedFtn-EndRdx(45)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-EndRdx(31), RctvArm-ResDam(31)
Level 32: Eagles Claw -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(33), S'ngH'mkr-Dmg/Rchg(33), S'ngH'mkr-Dmg/EndRdx/Rchg(33), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Tough Hide -- GftotA-Run+(A), GftotA-Def(36), DefBuff-I(36)
Level 38: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(39), RedFtn-EndRdx(40)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48)
Level 49: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(50), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 2: Ninja Run
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As a longtime Invuln scrapper player I...
Like:
-You've taken all the powers from invulnerability, personally I'd take 8 (all but unstoppable)
-You've taken all the 6 powers from MA I'd take
-You've chosen the same APP as I would and with the same power choices
Dislike:
-No Fighting pool. I think this should be a default choice for most scrappers. Invuln benefits greatly from it.
-Invincibility at level 47? I consider this the set defining power, you should take it at 28.
-Lowish defense. I used to play my Kat/Inv with a build that focused on Recharge and plugging the Psi hole of Invuln, but when I respecced to a build that actually focused on Recharge and reinforcing the strengths of Invuln (mainly S/L/E/NE def) the change was ENORMOUS. Now I can take on a few AVs simultaneously and win. Good times.
Personally, as an Invuln scrapper I'd focus on getting 35%+ S/L Defense and 30%+ E/NE Defense with whatever +Regen/+Rech/+Recov/FC Def you can get.
I'll post an example build in a bit.