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Quote:I don't actually think that at all. My ice tank without the fighting pool is, thank you very much, easily able to be the main tank on an ITF or basically anything without high ToHit bonuses. I have only ever died once against romans on my ice tank and that was before level 50, me being SKed.Maybe I can shed some light on this subject ....
Ice Tankers for non-AE content hold up fairly well and in some cases outshine most other Tanker primaries. This is due to fighting a mix of tier type of mobs (bosses, LTs and minions) so that your defense only build (for all intents and purposes) isn't pushed over the edge.
However with the inclusion of the difficulty slider some years back and more recently, a popular TF with defense debuffs aplenty (ITF), and the MA system (that features popular farms of +level boss only maps) the content of CoH has really passed Ice Armor by.
The reason for this is that Ice Armor is a defense only based set (meaning you get no resists to the most common damage types (smash/lethal)). Even with hitting the soft cap of 45%, higher level and higher tiered mobs have higher *minimum* chances to hit you (Sarrate or Starsman can post the actual numbers). So if you were doing an L52 boss farm this weekend, and you had all the support in terms of defense (lets say you had 200% defense), you'd have still been faced with packs of 12-18 mobs, all of which had a *minimum* 8-10% chance to hit you (even with 200% defense).
With no resists to smash/lethal (or even the 20% or so provided by Tough) that translates into a *very* squishy Tanker ... for that type of content.
As I said, most content outside of the MA system won't bother you nearly as much ... unfortunately the MA content is predominantly the most popular content currently.
I have also tanked lvl 54 boss only spawns in MA and survived. A properly built ice tank is tough as nails unless the enemies you're fighting pack huge amounts of +ToHit. And even that can be countered with purple inspirations.
Defense DeBuffs aren't a nemesis of ice armour either. Pop an inspiration if your defense starts to drop and use EA when available. I could understand people saying using insps is wrong on a tank if you had to use them against anything and everything, but when it's only the case against Def DeBuff I don't see why it shouldn't be done. It's like saying you can't use a green insp if your HP goes low.
Ice armour also has two good panic buttons to help keep you alive: Hoarfrost and Hibernate. Like most sets with heals some level of twitch reflexes is needed in order to benefit from them. If you know how to play and slot your ice tank you should be very self sufficient, you have the tools to top up your endurance and HP. I still prefer my ice tank over my shielder even though the shield tank has assorted resistances (50% S/L, 20'ish to N/E/F/C) and that is because of the survival tools ice armour has. If a shield tank is going down it's going down and nothing from the shield powerset can help it. This is very often not the case with ice armour.
EDIT: Note that both of the tankers are softcapped: ice against S/L/E/N and shielder against melee/ranged/aoe. -
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Suddenly I don't feel ripped of at all having bought mine for 380mil...
Is there any way to currently generate PvP IOs, by the way? -
I'm DSorrow and I play scrappers, too!
I really like playing my scrappers to their maximum potential and building them in various ways such as maximum AoE carnage, AV soloing and scranking. No idea if anyone knows my name for anything, but I think I have a good share of knowledge on Katana and Invulnerability (those being the powersets I have on my first and most IO'd 50).
This reminds me I should fix the link for my Kat/Inv guide... -
The NoPhase also exists in PvE so it is useless slotting Hibernate for recharge.
On your squishiness; I don't find my ice tank squishy at all even though I skipped fighting altogether to fit in some more destruction in my build. I suggest you have a look at two sets: Eradication (3 to 4 pieces in your AoEs) and Kinetic Combat (4 pieces in your ST attacks). Patient bids will get you these sets for moderate amounts of influence and they'll help you soft cap S/L/E/N without the Fighting Pool.
F/C is hardly something to worry about because you are already at resistance cap for ice and should have something around 30% resistance to fire. Besides these are rare attack types. While it might seem that ice armour is a set with huge amount of holes you shouldn't worry about it. You see flying elephants more often than toxic attacks and if you're soloing you can choose not to fight psionic enemies. Also, Chilling Embrace is basically a power that gives you melee resistance: it being a PBAoE -DMG and -Rech aura on top of it's taunt.
Here's a sample build that shouldn't be horribly expensive if you have the patience to wait a week or two after DXP until prices at WW have dropped a bit.
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
Level 50 Magic Tanker
Primary Power Set: Ice Armor
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
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Level 1: Frozen Armor LkGmblr-Def(A), LkGmblr-Def/EndRdx(7), LkGmblr-Def/Rchg(7), LkGmblr-Def/EndRdx/Rchg(9)
Level 1: Scorch KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(43)
Level 2: Chilling Embrace EndRdx-I(A), Taunt-I(3)
Level 4: Combustion Erad-Acc/Rchg(A), Erad-Dmg/Rchg(9), Erad-Acc/Dmg/Rchg(11), Erad-Acc/Dmg/EndRdx/Rchg(11), M'Strk-Dmg/EndRdx(13), M'Strk-Acc/Dmg/EndRdx(13)
Level 6: Wet Ice EndRdx-I(A)
Level 8: Hoarfrost Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(43), Dct'dW-Rchg(43)
Level 10: Hurdle Jump-I(A)
Level 12: Combat Jumping Ksmt-ToHit+(A)
Level 14: Super Jump Jump-I(A)
Level 16: Health Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(17), RgnTis-Regen+(19), Heal-I(19)
Level 18: Glacial Armor LkGmblr-Def(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def/Rchg(42), LkGmblr-Def/EndRdx/Rchg(42)
Level 20: Stamina P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(27)
Level 22: Hasten RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Build Up GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(25)
Level 26: Energy Absorption LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-EndRdx/Rchg(33), Efficacy-EndMod/Rchg(34), Efficacy-EndMod/EndRdx(34), Efficacy-EndMod/Acc/Rchg(34), LkGmblr-Def/Rchg(37)
Level 28: Fire Sword Circle 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: Icicles Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Dam%(46), M'Strk-Acc/EndRdx(50)
Level 32: Hibernate Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(46), Numna-Heal/EndRdx/Rchg(46)
Level 35: Incinerate KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37)
Level 38: Greater Fire Sword 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: Char BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42)
Level 44: Fire Blast Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45)
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: Permafrost S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:
14,3% Defense(Smashing)
14,3% Defense(Lethal)
3% Defense(Fire)
3% Defense(Cold)
14,3% Defense(Energy)
14,3% Defense(Negative)
3% Defense(Psionic)
8,63% Defense(Melee)
8,63% Defense(Ranged)
3% Defense(AoE)
3,6% Max End
4% Enhancement(Heal)
11,3% Enhancement(RechargeTime)
43% Enhancement(Accuracy)
10% FlySpeed
393,6 HP (21%) HitPoints
10% JumpHeight
10% JumpSpeed
MezResist(Immobilize) 18,2%
MezResist(Sleep) 1,65%
MezResist(Terrorized) 2,2%
8,5% (0,14 End/sec) Recovery
74% (5,79 HP/sec) Regeneration
2,84% Resistance(Fire)
2,84% Resistance(Cold)
3,13% Resistance(Negative)
10% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Traps/Elec I guess. 2 sets I havent tried yet and they might even work together.
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I think the single target ranged attacks from scrapper APPs are pretty much useless. None of them do awesome damage and they all cause redraw to all primaries except DM and MA.
The only APP powers I use on scrappers anyway are caltrops and conserve power. Most of my scrappers dont use any APPs. -
A couple of things;
1) Get your travel power a lot earlier. Before 30 would be best.
2) Postpone fitness. You shouldn't need stamina at 20 because you have Quick Recovery which is not only better than Stamina, but also comes earlier.
3) Definitely get Focus Chi. It is very, very useful for spiking up your damage.
Other than that the power choices look fine. Usually I would skip the attacks in Scrapper epics (and most of my Scrappers skip the epics altogether...), but I think it's a good idea to get an additional AoE for MA because it is very light in that section. -
Pics coming! Had time to upload them while forums were down.
Beginning of the fight
Indigo goes down
Hro'Dtohz down
Challenge completed! -
I've mostly been uploading missing pics of AV soloing.
Other than that I'd just like to say hello to the US scrapper crew -
As others have already said Fiery Melee is probably a top choice.
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I think the fury damage bonus lasts as long as a "tick of fury" which could be pretty much anything.
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So I decided to try something similar to Jeff's achievement which was 4 AVs at once and I ended up trying 3 of them. Being /invuln I was a bit wary of even going for more than two of them at one time because the only thing I had to get me back from red HP would be Dull Pain which is on quite a long recharge.
Anyways, the AVs were Agent Indigo, Hro'Dtohz and Chimera.
No real surprises over the course of the fight and I was only once near defeat, but managed to hit Dull Pain in time to save me.
Will post pics later on if wanted. -
Random speculation:
It seems that this "Chain" only appears during Hami Raids... So maybe it's just a tag to tell which people are currently a part of the Hamidon's chain lightning attack. Maybe. -
One more down on the Kat/Inv, this time Shadowhunter. The fight was just as easy as against Chimera, never went below yellow on HP and didn't have to touch Dull Pain or any insps/temps.
Sadly I messed with the screenshots somehow and none of them were saved.
Anyways, the fight took a bit over 10 minutes judging by the mission timer. It was prolonged a bit thanks to his Earth's Embrace. -
Looks to me like a very melee centric set. Might give this a spin with ice control for Arctic Air + Fissure + Ice Slick goodness.
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That's certainly a very nice achievement. Well done!
I might try something similar at some point with my FM/SR or Kat/Invuln if I find the time. -
I'd actually settle with resistance set bonuses getting the same treatment as defense set bonuses. What I mean is that all of the bonuses that currently only enhance one type of resistance should get a "buddy". Think of Scirocco's Dervish for example, the 2nd set bonus only gives NE resistance instead of NE and E.
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I expect this build would do fine. I'm not familiar with redside market prices, but I don't expect this build to be terribly expensive.
Villain Plan by Mids' Villain Designer 1,401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Brute
Primary Power Set: Fiery Melee
Secondary Power Set: Willpower
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
Level 1: High Pain Tolerance -- Heal-I(A), Heal-I(13), Heal-I(13), S'fstPrt-ResDam/Def+(25)
Level 2: Cremate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(9)
Level 4: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(40), RctvArm-ResDam(43), RctvArm-ResDam/EndRdx/Rchg(43)
Level 6: Fast Healing -- Heal-I(A), Heal-I(11), Heal-I(11)
Level 8: Incinerate -- Mako-Acc/EndRdx/Rchg(A), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(15), T'Death-Acc/Dmg(37), T'Death-Dmg/Rchg(40), T'Death-Dmg/EndRdx/Rchg(40)
Level 10: Indomitable Will -- EndRdx-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(46)
Level 14: Super Speed -- Run-I(A)
Level 16: Rise to the Challenge -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(17), Dct'dW-Heal/EndRdx/Rchg(17), H'zdH-Heal/EndRdx(27)
Level 18: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(19), AdjTgt-ToHit/EndRdx/Rchg(19), AdjTgt-EndRdx/Rchg(21), AdjTgt-Rchg(21)
Level 20: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(27)
Level 22: Hurdle -- Jump-I(A)
Level 24: Health -- Heal-I(A), Heal-I(25)
Level 26: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
Level 28: Heightened Senses -- S'dpty-Def(A), S'dpty-Def/EndRdx(36), S'dpty-Def/Rchg(37), S'dpty-Def/EndRdx/Rchg(37)
Level 30: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(31), P'Shift-End%(31)
Level 32: Greater Fire Sword -- Mako-Acc/EndRdx/Rchg(A), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg(34), T'Death-Dmg/EndRdx/Rchg(34)
Level 35: Kick -- Empty(A)
Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam(39), RctvArm-ResDam/EndRdx/Rchg(39)
Level 41: Gloom -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42)
Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), RechRdx-I(46)
Level 47: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(48), DarkWD-Rchg/EndRdx(48), DarkWD-ToHitDeb/EndRdx(48)
Level 49: Weave -- S'dpty-Def(A), S'dpty-Def/EndRdx(50), S'dpty-Def/Rchg(50), S'dpty-EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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[u]Set Bonus Totals:[u]<ul type="square">[*]5% DamageBuff(Smashing)[*]5% DamageBuff(Lethal)[*]5% DamageBuff(Fire)[*]5% DamageBuff(Cold)[*]5% DamageBuff(Energy)[*]5% DamageBuff(Negative)[*]5% DamageBuff(Toxic)[*]5% DamageBuff(Psionic)[*]7,38% Defense(Smashing)[*]7,38% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]8% Defense(Energy)[*]8% Defense(Negative)[*]3% Defense(Psionic)[*]8% Defense(Melee)[*]5,5% Defense(Ranged)[*]3% Defense(AoE)[*]31,3% Enhancement(RechargeTime)[*]54% Enhancement(Accuracy)[*]10% FlySpeed[*]224,9 HP (15%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]MezResist(Immobilize) 18,7%[*]MezResist(Stun) 2,2%[*]MezResist(Terrorized) 2,2%[*]12% (0,2 End/sec) Recovery[*]8% (0,5 HP/sec) Regeneration[*]2,84% Resistance(Fire)[*]2,84% Resistance(Cold)[*]1,26% Resistance(Energy)[*]1,26% Resistance(Negative)[*]10% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Has a funny looping avatar.
(Just like me)
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Now that this thread is here again I decided to try something... Soloing an AV with my Kat/Inv scrapper.
AV of choice was Chimera, not a dangerous AV by any means for the combination of powersets presented. He had a level 52 minion helping him throughout the fight because I wanted to concentrate on the AV and the minion wasn't posing a threat. He fell eventually, but the fight did take a while thanks to his 25% S/L resistance. I didn't use inspirations or temps and, in fact, didn't even have to touch Dull Pain during the whole fight.
Note, though, the nature of this "experiment" was not to seek challenge, but rather try out the sustainability of my attack chain. Turns out that I can chain it indefinitely with the help of Conserve Power. I'd let my endurance drop to 10-20%, hit CP, and I'd be back to full before CP ran out. Then I'd be around the 10-20% mark when CP was up again which means that we have an indefinite cycle.
I might try some more challenging AVs now that I know I can keep my attacks going without the help of inspirations, although I think I will need help in case the AV is capable of draining endurance (Synapse and his evil copy spring to mind).
The build I used is available in the link in my signature. And if anyone would like to know the attack chain it is GDF > GC > SD > GC > DA > repeat with BU thrown in before beginning with GDF if it was up.