DSorrow

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  1. DSorrow

    SD/Axe....Whoa.

    Fire, you realize that Foot Stomp has nearly double the DPA of WA with only a 0.01 difference in DPE. It is in all ways superior to WA.

    In a team setting attack radius also plays a big role. You will not have everyone tightly around you 100% of the time, which is why Foot Stomp is yet another level higher than WA.

    But yeah, I don't even know why I bother with this because I pretty much agree with dave_p about arguing with you...
  2. Anything really.

    I'd only ever look for specific ATs if I were going to do MoSTF, and even then good players (people I've played with and know they're good) are usually a better choice than random people, even if they were playing a "sub-par" character. It really bothers me when people advertise "TF starting need healer/tanker to start", and what bothers me even more is being in one of these teams and trying to explain to the leader that they really don't need either of them.

    Usually if I get invited to one of these teams I'll stay, but if they won't invite people because "sry ur dark we nd heal0r" then I'll quit...
  3. Quote:
    Originally Posted by Santorican View Post
    Hasten isn't anywhere near being permanent it has a 15 second down time, are you sure you're excluding the recharge proc in your build?
    Yeah, I know it has a 15 second downtime, but that doesn't really bother me. 15 seconds (it probably comes down to around that even with the inactive period of Hasten because of the FF proc) without it isn't a big deal to me anyway. The global Recharge is about the same as in his current build so I'm already used to it.

    Will probably start respeccing soon!
  4. Thought about respeccing my Elec/Shield the other day because I had some more or less useless powers in his current build. I decided to swap Body Mastery for Pyre just to get that extra bit of AoE and also a ranged attack.

    I managed to get the build soft capped with good recharge and regen and decent +HP. I'm not all that sure about the endurance, but I mostly play in teams so I guess it'll be fine. I'm not even looking for a sustainable AV soloer.

    For single targets I'm planning to use Jacobs > Charged > FBlast > Charged chain. I know there will be a 0.1 second gab between the Fire Blast and last Charged Brawl, but I probably won't even notice it. The bigger thing is the 0.5 second gab between the repeating the chains, but Hasten is close enough to perma I don't think it'll bother me much either. This isn't, after all, an AV soloer so I'm most likely only going to use single attacks when there aren't any AoEs to fire or the team is fighting an AV.

    I think the build is quite refined, but I'd still like some of you fellows to have a look at it for any possible upgrades (not including additional purples or PvP IOs). Thanks in advance!

    Hero Plan by Mids' Hero Designer 1,621
    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: Fighting
    Power Pool: Speed
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(40), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(42)
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(43), LkGmblr-Def/EndRdx(43), S'fstPrt-ResDam/Def+(43)
    Level 2: Jacobs Ladder -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(3), Sciroc-Dmg/EndRdx(3), Sciroc-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(39)
    Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(5)
    Level 6: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(7), Numna-Regen/Rcvry+(17), Numna-EndRdx/Rchg(46), Numna-Heal/EndRdx/Rchg(50)
    Level 8: Thunder Strike -- Armgdn-Dmg/Rchg(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: Health -- Heal-I(A), Mrcl-Heal(15), RgnTis-Regen+(15), Mrcl-Rcvry+(17)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(23), GSFC-ToHit/EndRdx(27), GSFC-Build%(27)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(21), P'Shift-End%(23)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
    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(34)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    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: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42)
    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 -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), RechRdx-I(50)
    Level 49: Phalanx Fighting -- 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



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  5. Quote:
    Originally Posted by Fire_Minded View Post
    *snip*

    Too many people build for Defense, or whatever they feel the character needs, and the majority of the time it gimps it completly.

    *snip*
    Although the majority of the time it does just the opposite... Why should I take all the attacks from my attack set when I only need the three or four most powerful ones to run a gapless attack chain? Why should I take any other powers that are completely superfluous and don't actually serve any purpose?

    My main, for example, is built to be an all-rounder. He has good Defense, good Resistance and good DPS. There is a lot of room for buffs of any type (even Defense because he isn't soft-capped) to allow him to make the most out of a team if I do a TF or something. That's all I *think* he needs and he is probably one of my best characters, and I don't think you can call him gimped if I can solo (without insps or temps) three AVs pounding at me simultaneously.

    Planning a build using tools like Mid's is a good idea. Tools like this tell you exactly (even if not directly) how much Recharge, Defense and which powers you need to achieve a certain milestone. This is why "too many people" build for Def, Rech and whatever else. They can easily look up the information that is necessary (IO bonuses, powers they can pick, budget constraints) and build accordingly. I have to say, though, that playing 1-50 with a lvl 50 respec/final build is a bad idea.

    P.S. Don't bother with the "Mid's is for people who are unimaginative and bad at maths", that's basically saying architects or engineers who use blueprints and calculators are bad at what they do.
  6. Sounds good to me and I really can't come up with any problems this could bring.
  7. DSorrow

    Claws/ Inv Help

    Do you have the newest version of Mid's?
  8. DSorrow

    Claws/ Inv Help

    Ah well, went ahead and made a quick build:

    Hero Plan by Mids' Hero Designer 1,621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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

    Hero Profile:
    Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(45), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
    Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(42), C'ngImp-Dmg/EndRdx/Rchg(42), Achilles-ResDeb%(43)
    Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(40)
    Level 6: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(40), Dct'dW-Rchg(40)
    Level 8: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(39)
    Level 10: Spin -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(11), Erad-Acc/Dmg/Rchg(11), C'ngBlow-Dmg/EndRdx(13), C'ngBlow-Acc/Rchg(13), C'ngBlow-Dmg/Rchg(37)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15), Mrcl-Rcvry+(27), Mrcl-Heal(34), RgnTis-Regen+(36)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(27)
    Level 18: Focus -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(25), Dev'n-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: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Super Jump -- Winter-ResSlow(A)
    Level 26: Kick -- Empty(A)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(34)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam(31), RctvArm-EndRdx(31)
    Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(34)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/Rchg(36)
    Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(46)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
    Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
    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(50), RctvArm-ResDam/EndRdx/Rchg(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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  9. DSorrow

    Claws/ Inv Help

    There are a good few guides on slotting Invuln (e.g. Call_Me_Awesome's and mine) and most probably good guides on Claws, too. I'd help you with a build, but I'm not an expert with Claws... Basically all I could offer is slotting advice on Invuln which can also be found in guides.

    Claws/Inv seems a strong combo so good luck finding the info you need!
  10. Quote:
    Originally Posted by DreamingWolf View Post
    Wow, excellent information there Sorrow! It helped a whole lot! I guess my next question then would be which secondary does the most damage. So far is seems to be either Electric or Battle Axe, but I can't be sure xD
    Elec, Fire and Super Strength all deal good damage. Out of those I'd probably pick Elec or Fire because they tend to use less endurance than Super Strength and they have more AoE potential early on.
  11. Invuln, Willpower or Stone can all do that more or less effortlessly. They can be made very tough with a reasonable budget later on if you want to get your hands into IOs.

    As for secondary, it doesn't really matter that much. Super Strength is popular because it does quite nice AoE damage and it's AoE has a knockdown in it for added mitigation. Bad thing about it is, though, that it's quite endurance intensive and your AoE comes at level 38. I guess Elec Melee would be quite nice with its AoE potential for keeping aggro and also it's soft control (knockdowns).

    EDIT: Almost forgot this: don't skip your attacks even if you want to be a pure tank. Most CoX players don't really like tanks who don't do any damage at all. It's OK if you only have a few attacks (like four or something), but only having the one you get at level 1 is bad. It might also hinder your gaming experience because in a team with loads of buffs a pure tank isn't needed so with just one or two attacks you won't be a contributing member.
  12. It works because Hasten gives you an average Rech buff if you use it. The Strength of the average buff gains a maximum of 70% when Hasten is perma, and it is quite easy to get something like a 50% average +Rech buff from Hasten.
  13. I still think it's good to understand that some people find Endurance management tedious. You know, even if they were able to work around it with smart playing they won't, because the game is much more fun when they don't have to worry about it. That's how I like to play, I rather worry about my HP than endurance, because not being able to hit the enemy with everything I've got makes me feel weaker than I could be.
  14. Quote:
    Originally Posted by MaxLongstreet View Post
    One of the interesting paradoxes of power selection in CoX is that you often have a limited number of power selections, so you're often faced with a choice of getting Stamina or X. Unfortunately, 'X' often means toggles, which, as others have pointed out on this thread, it's hard to efficiently run without Stamina. So you can get Leadership or Fighting and not be able to afford the Stamina cost, or get Stamina and not really need it, since you don't have the power slots for those toggles.
    This is surprisingly close to what I experience whenever I try to come up with a Staminaless build...
  15. DSorrow

    Total Cost?

    Quote:
    Originally Posted by Fury Flechette View Post
    Note that the build does *NOT* have any LoTG +Recharge. It uses a Def/Rech (not the global recharge) piece instead. This obviously brings down the cost a lot since a LoTG is around 80M-100M for a sub 50, and the level 50s range from 100M-125M.

    Pretty much agree with your assessment of expensive pieces:
    Imp Armor Resistance - 40M
    Numina's Heal and Heal/Rech - 20-30M, though I'm probably underestimating these since I haven't bought these for a while
    Steadfast Res/Def - 25M
    Gaussian's Rech/End - 20-50M
    Mako's Quad - price varies alot
    Luck of the Gambler Def and Def/End - 20-30M each
    And I was so certain I saw a LotG +Rech in there! :P

    With a bit of patience you can easily score a Steadfast Res/Def for under 10mil, same with Gaussian's. Unless the prices have changed this radically in a few weeks.
  16. DSorrow

    IO Question

    Neutrino Bolt is a good attack for putting Procs into. It has low Recharge and Endurance cost as is allowing you to skip slotting them. With the Def Debuff from other Rad attacks one Accuracy is also enough leaving you 5 slots to put Damage and procs into. I usually go 1 Acc, 2 Dmg, 3 procs (Lady Grey, Achilles, Shield Breaker).

    If you have the money, though, put an Apocalypse proc in it. IIRC on average that proc alone is better than two or three straight Damage IOs in it.
  17. Quote:
    Originally Posted by dougnukem View Post
    Ahhh, another example of the downside to people PL'n characters to 50, and then not knowing how to play them.
    This pretty much sums what I was thinking. Other than I'd actually expect people to slot powers for damage first and then debuff. Even if their main function was debuf...
  18. I have no problems whatsoever hitting enemies through Hurricane on my /Inv scrapper. Between Invincibility, Kismet +ToHit, Acc bonuses and enhancement, insps and BU there isn't much that can keep my ToHit floored (or even under 85% hit chance).
  19. DSorrow

    Total Cost?

    Quote:
    Originally Posted by Katie V View Post
    If I'm reading that correctly, the bulk of the cost will come from the Kismet +acc, the Performance Shifter +end, and the LotG 7.5. If you get any of those from drops or merits, the total price will come way down.
    I wouldn't say so. The Numinas will be much more expensive than the Kismet or PS procs. You can get the Kismet proc with 1mil or less if you're a bit patient and the PS procs cost less than 10mil / piece.

    Impervious Armor, Numina's Convalescence and Luck of the Gambler are the only expensive items I can see.
  20. Aid self shouldn't be taken, IMO. In the situations where you would need it you're already under such severe debuffs that it won't turn the tide of the battle to your advantage. It's also good to remember it will use Endurance even if it gets interrupted.

    Focused Accuracy isn't of much use nowadays with Accuracy bonuses available in pretty much half of the IO sets. You also have Invincibility which buffs your ToHit for each enemy within melee range. Getting Defense bonuses would be more useful as it will help you avoid ToHit debuffs altogether.
  21. DSorrow

    Traps and procs?

    Ragnarok proc has a chance to fire when you cast Caltrops and every 10 seconds after that while Caltrops is active.

    AH proc has a chance to proc with each Mortar shot.
  22. Quote:
    Originally Posted by mauk2 View Post

    Granted, Elec/shield is a pretty terrible build, the defenses have to suck, but it'd be fun to mess around with.
    I would consider Elec/SD one of the least terrible builds if played/built by a player who isn't totally lost with IOs.
  23. Quote:
    Originally Posted by Umbral View Post
    I've got mostly 50s, because I suffer from an obsessive kind of altosis (altisis is an inflammation of the alt): I don't leave characters to sit around; I get them to 50 before rolling another toon. I play exclusively blueside and try to maintain as balanced a stable as possible, so I have an even number of every AT before I focus on an AT again and never replay a power set (even across different ATs).

    3 Scrappers - 50 Dm/Regen, 50 Kat/WP, 33 Fire/SD (my current project)
    3 Tankers - 50 Fire/Ice, 50 Dark/Nrg, 50 Elec/Stone
    3 Defenders - 50 Rad/Psi, 50 FF/Sonic, 50 Dark/Ice
    2 Blasters - 50 Elec/Nrg, 50 Arch/MM
    2 Controllers - 50 Earth/Kin, 50 Fire/Therm
    2 Kheldians (of which I'm not going to be making another of thanks to having to replay the sets) - 50 WS, 50 PB

    I'm in the same boat with you. I pretty much only have 50s + one active lowbie at a time.

    Current 50s:
    7 Scrappers: Kat/Inv, MA/Regen, Spines/SR, MA/WP, Fire/SR, Spines/Fire, Elec/Shield
    3 Controllers: Illu/Therm, Fire/Kin, Ice/Rad
    4 Defenders: Sonic/Psy, Cold/Sonic, Storm/Arch, Dark/Rad
    2 Tanks: Ice/SS, Shield/DM
    3 Blasters: Ice/Ice, Fire/NRG, Ice/MM
    1 Kheldian: PB
    1 Corruptor: Fire/Pain
    1 MM: Ninjas/Dark
    1 VEAT: Fortunata

    As for what I'm leveling currently; a lvl 25 Traps/Dark defender.
  24. I think it's strange to call an IO such as the Numina unique a proc because it will always fire when the power you have it in is activated. It's basically the same as telling someone that they have a chance of correctly doing something that, under normal circumstances, cannot go wrong , like asking them what their name is (I assume most people know their name...). The word "proc", IMO, holds within it a sense that it is not certain the effect will happen.

    Just voicing my opinion, that's all.
  25. As a WP you could also push Stamina a bit further, say, into late 20s. Most characters can get by with just Stamina, and you have Quick Recovery which not only does not need any prerequisitive powers, but is also more powerful than Stamina.