DSorrow

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  1. DSorrow

    secondary respec

    [ QUOTE ]
    don't you think it's annoying when you made a toon, and you find out that your chosen secondary power is barely or even never used simply because it's useless with the primary power.

    [/ QUOTE ]

    I can't think of a set that is so full of useless powers you'd only take the one power you have to, and never even use that one. I see a lot of AE newbs with characters built completely around their primaries and whatever their secondary is, it always makes me want to remake their build.

    [ QUOTE ]
    but you have poison as secondary.
    now as usefull it might be, the character you made doesn't use this at all.

    [/ QUOTE ]

    Bad example, TBH. /Poison is full of very powerful debuffs and I don't see any sense in not using them. It's like wilfully gimping your character.
  2. [ QUOTE ]

    From the phrasing here, just in case you don't know... you need to build Domination up. Perma-Dom works because if you're already in Domination, you can click the power again. If it drops, you'll need to build it back up before you can use it again. So a downtime of a couple of seconds will actually be all the time it takes you do rebuild your Domination bar - which isn't much in a big team, but still, it'll be more than a couple of seconds.

    [/ QUOTE ]

    Bah. I did actually know that, but for some reason I totally ignored the mechanics. The time it takes to build up domination isnt much in a big team, though. At least from what I've experienced so far. And I'm not planning to solo at all.

    I could use the activate-interrupt snipe trick to build up domination if I absolutely need it fast.

    Also a good point on the Basilisk availability. The character is only lvl 22 now so I could leave some long term bids out there. I'll have to check the market and then decide what I'm going to do.
  3. With the new I15 changes I decided to roll a dominator. Earth/Fire seemed quite a nice pair because of the AoE control and damage available from the two sets.

    The build I came up with aimed for recharge to get domination up as much as possible for mez protection and increased mez strength. I think it is quite close to perma and I won't mind a gap of a couple of seconds anyway.

    I picked Mu mastery to get a nicely rounded resistance toggle, an additional AoE attack, a pet capable of healing and power sink as an emergency endurance tool.

    Also, the Basilisks are intentionally level 10. I'm expecting that they should be quite cheap at that level. Is this the best I can do with the amount of money it's going to cost?

    Villain Plan by Mids' Villain Designer 1,401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Fiery Assault
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Fossilize -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(9), EoCur-Acc/Hold/Rchg(9), Lock-Acc/EndRdx/Rchg/Hold(11)
    Level 1: Flares -- Empty(A)
    Level 2: Stone Prison -- Enf'dOp-EndRdx/Immob(A), Enf'dOp-Acc/EndRdx(11), Enf'dOp-Immob/Rng(17), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(46)
    Level 4: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(7), Range-I(43)
    Level 6: Quicksand -- TmpRdns-EndRdx/Rchg/Slow(A)
    Level 8: Swift -- Run-I(A)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(15), RechRdx-I(17)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Earthquake -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(19), DarkWD-Rchg/EndRdx(19), DarkWD-ToHitDeb(29)
    Level 20: Stamina -- P'Shift-EndMod(A), EndMod-I(21), P'Shift-EndMod/Acc(21), P'Shift-End%(27)
    Level 22: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(25), M'Strk-Dmg/EndRdx/Rchg(27)
    Level 24: Fiery Embrace -- RechRdx-I(A), RechRdx-I(37)
    Level 26: Volcanic Gasses -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(40), RechRdx-I(42), Lock-Acc/EndRdx/Rchg/Hold(43)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(34)
    Level 30: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31), Dev'n-Acc/Dmg/EndRdx/Rchg(34)
    Level 32: Animate Stone -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(33), BldM'dt-Acc/Dmg/EndRdx(34)
    Level 35: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(36), Mantic-Acc/ActRdx/Rng(36), Mantic-Dmg/ActRdx/Rchg(36), Mantic-Dmg/EndRdx/Rchg(37)
    Level 38: Blaze -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(40)
    Level 41: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(42), TtmC'tng-ResDam/EndRdx/Rchg(42)
    Level 44: Ball Lightning -- 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: Summon Guardian -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(48), C'Arms-Acc/Dmg/Rchg(48), C'Arms-EndRdx/Dmg/Rchg(48), RechRdx-I(50), Heal-I(50)
    Level 49: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]6% DamageBuff(Smashing)[*]6% DamageBuff(Lethal)[*]6% DamageBuff(Fire)[*]6% DamageBuff(Cold)[*]6% DamageBuff(Energy)[*]6% DamageBuff(Negative)[*]6% DamageBuff(Toxic)[*]6% DamageBuff(Psionic)[*]2,5% Defense(Smashing)[*]2,5% Defense(Lethal)[*]10,9% Defense(Energy)[*]10,9% Defense(Negative)[*]1,25% Defense(Melee)[*]6,88% Defense(Ranged)[*]3% Enhancement(Stun)[*]75% Enhancement(RechargeTime)[*]3% Enhancement(Immobilize)[*]41% Enhancement(Accuracy)[*]5% FlySpeed[*]110,6 HP (10,9%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]MezResist(Sleep) 2,2%[*]MezResist(Stun) 2,2%[*]20,5% (0,34 End/sec) Recovery[*]12% (0,51 HP/sec) Regeneration[*]3,15% Resistance(Fire)[*]3,15% Resistance(Cold)[*]1,88% Resistance(Negative)[*]5% RunSpeed[/list]


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  4. DSorrow

    Just lol

    [ QUOTE ]
    Higher amount? There is significantly less PvP now than there was prior to i13


    [/ QUOTE ]

    I didn't actually mean a higher amount of players, but rather a higher amount of "viable builds". Don't know if this is how things work in practice, but it's what the changes sound like. I've been strictly a PvE player ever since the introduction of IOs so it might just be me not having a clue.
  5. DSorrow

    Just lol

    [ QUOTE ]

    Sorry to dissapoint you but this guy is a girl......

    [/ QUOTE ]
    Okay then. You seemed very male with your, well, somehow aggressive posts and all that.

    [ QUOTE ]
    English is not my native language so i tend to make mistakes.

    [/ QUOTE ]
    Mine neither. I make mistakes too, but I do my best trying to avoid doing them. You know, I still go to school and English classes, too, to learn more.

    [ QUOTE ]
    Try some posts in german and lets see how absolutely stupid that will make YOU look.

    [/ QUOTE ]
    I don't see what the point in that would be. I've been studying German for a whopping 6 weeks. I know nothing but the very basics of the language. I might try it next year when I have studied it more.

    Let me guess, German is your first language?

    [ QUOTE ]
    Considering facts.... while i cant always deliver facts since i dont datamine so cant mostof the posters that disagree with my opinion.

    Just saying :"Your wrong" without proving it by delivering so called "facts" is pointless too according to you......

    [/ QUOTE ]

    Just saying "you're wrong" is useless, just like saying "I'm right". See where this is going? It's quite useless to claim anything based on hunches.

    On the topic, though: PvP in this game has been rock-scissors-paper since the beginning. It still is like that, but as far as I've understood the I13 "fix" only introduced a higher amount of rocks, scissors and papers.
  6. Sounds interesting. Can't really think of a reason other than new IO sets.
  7. DSorrow

    Just lol

    Isn't this the guy who always posts threads about how the game is broken in one way or another?

    It's a shame, though, that there aren't any facts in his posts and the very basic spelling/grammar errors make his post seem much more unintelligent it could be. You know, next time you could give us some proper arguments. With facts.
  8. DSorrow

    Ice/Dark

    [ QUOTE ]
    IMO the Numina's +Regen in health is a bit pointless, you'll be using twilight grasp to keep your health topped up so the Regen won't be that noticable.


    [/ QUOTE ]

    I think it's there for the +Recovery part.
  9. [ QUOTE ]
    I have not more influence to change my costumes.

    [/ QUOTE ]

    Seriously, how long does it take to put together 10mil? 1-2 hours depending on drops? Just play the game, do the new TF or something else fun. If you still arent able to pay for the costume, you're doing something very, VERY wrong.
  10. So... Hard... To resist..!





    Can't wait to get online. Hey, I restrained myself over the course of the other thread!
  11. DSorrow

    lolwut 53-0

    So, what's going on here?

    Also: +1
  12. DSorrow

    lolwut 53-0

    Post in PvP forum hits you with a mag 100 confuse!
  13. I made a build for you which focuses on doing damage. It is loaded with -res procs. With 3 AoEs and Soul Drain you should be doing quite nice AoE damage. It's good to know that the -res proc in Sleet and one of your other powers stack. This means basically that in an AV fight the AV will constantly be under at least one Achilles Heel debuff.

    I also gave you recharge to be able to run your AoEs, Sleet, Soul Drain and Aim more often.

    This is just a quickie though so it might have flaws.

    Hero Plan by Mids' Hero Designer 1,401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Defender
    Primary Power Set: Cold Domination
    Secondary Power Set: Radiation Blast
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Infrigidate -- HO:Lyso(A), HO:Lyso(7), TmpRdns-EndRdx/Rchg/Slow(7), Achilles-ResDeb%(9)
    Level 1: Neutrino Bolt -- HO:Nucle(A), HO:Nucle(3), Achilles-ResDeb%(3), LdyGrey-%Dam(5), ShldBrk-%Dam(5)
    Level 2: Ice Shield -- GftotA-Def(A), GftotA-Run+(15), LkGmblr-Rchg+(17)
    Level 4: Irradiate -- Oblit-Acc/Rchg(A), Oblit-Dmg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39), Achilles-ResDeb%(40)
    Level 6: Glacial Shield -- GftotA-Def(A), GftotA-Run+(9), LkGmblr-Rchg+(15)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Electron Haze -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(13), AnWeak-Acc/Rchg/EndRdx(46)
    Level 12: Combat Jumping -- ULeap-Stlth(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(17)
    Level 18: Benumb -- RechRdx-I(A), Acc-I(19), RechRdx-I(19), RechRdx-I(33)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(33)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 24: Frostwork -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(31), Dct'dW-Rchg(31)
    Level 26: Sleet -- TmpRdns-EndRdx/Rchg/Slow(A), Slow-I(27), Achilles-ResDeb%(27), LdyGrey-DefDeb/Rchg(29), LdyGrey-DefDeb/Rchg/EndRdx(29), LdyGrey-Rchg/EndRdx(31)
    Level 28: Cosmic Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(33), Decim-Dmg/Rchg(34), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34), Dev'n-Acc/Dmg/EndRdx/Rchg(37)
    Level 30: Arctic Fog -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(42), TtmC'tng-ResDam/EndRdx/Rchg(43), S'fstPrt-ResDam/EndRdx(43), S'fstPrt-ResKB(43)
    Level 32: Heat Loss -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(40), P'Shift-Acc/Rchg(40), Efficacy-EndMod/Acc/Rchg(42), Efficacy-EndMod/Rchg(42)
    Level 35: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37), AnWeak-Acc/Rchg/EndRdx(50)
    Level 38: Aim -- RechRdx-I(A), RechRdx-I(46)
    Level 41: Oppressive Gloom -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/EndRdx(46)
    Level 44: Dark Embrace -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45), S'fstPrt-ResDam/Def+(45)
    Level 47: Soul Drain -- Oblit-%Dam(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50)
    Level 49: Assault -- EndRdx-I(A), EndRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]6% DamageBuff(Smashing)[*]6% DamageBuff(Lethal)[*]6% DamageBuff(Fire)[*]6% DamageBuff(Cold)[*]6% DamageBuff(Energy)[*]6% DamageBuff(Negative)[*]6% DamageBuff(Toxic)[*]6% DamageBuff(Psionic)[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]3% Defense(Energy)[*]3% Defense(Negative)[*]3% Defense(Psionic)[*]3% Defense(Melee)[*]3% Defense(Ranged)[*]3% Defense(AoE)[*]2,25% Max End[*]48,8% Enhancement(RechargeTime)[*]4% Enhancement(Heal)[*]36% Enhancement(Accuracy)[*]10% FlySpeed[*]106,8 HP (10,5%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 2,75%[*]MezResist(Sleep) 4,4%[*]MezResist(Stun) 4,4%[*]MezResist(Terrorized) 2,2%[*]18% (0,3 End/sec) Recovery[*]4,41% Resistance(Fire)[*]4,41% Resistance(Cold)[*]25% RunSpeed[/list]


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  14. I15, probably 75/100. Dominator changes might actually make me finally roll a dominator and get it higher than level 7. Also I'm looking forward to trying out the new TFs. Havent been to test server to try anything out yet so score will probably drop if the TFs are a letdown.

    I16, 70/100. Power recolouring really adds life into repeating sets IMO. Usually I avoid playing the same powerset twice, but might change my opinion with this. Although if power recolouring is the only thing coming with this I can't expect to be immersed in it for too long.

    GR, no idea of score yet. It really depends on the penalties of sideswitching. If the penalties are very harsh I won't probably try it with any of my existing characters. We'll see.
  15. I can actually tank an AV easily without taunt and the situations where more than one AV show up at once are very rare. Besides, those situations are usually well-known so if the team leader is bent on undertaking the task they usually prepare for it by taking a proper tank.

    I've noticed after playing 2 tanks (lvl 50 and 49 currently) that AV tanking isn't really about spamming taunt, it's overall more effective to keep attacking it. The aggro won't break because you have a taunt aura and each of your attacks bumps up your current aggro value (this is, if I understand correctly how aggro works). A scrapper's taunt modifier is inherently 3, I have a taunt aura and a quite damaging single target attack chain; this lets me keep an AV interested in me until I'm dead or a tanker shows up.

    [ QUOTE ]
    I would of reordered a bit for the slotting of CotW and replaced REl with CotW, then make the res debuff back with a winters 20% in cj.

    [/ QUOTE ]

    I actually have a Winter's Gift unique in Super Jump. Just noticed it isn't in the build for some reason. 40% Slow/Recharge Resistance is actually really useful. Particularly the Recharge Resistance. Slow effects usually come in abundance and it's not rare to get hit with one massive slow effect such as Quicksand. Although, the Slow Resistance is enough to keep me from getting Slow capped by one layer of Caltrops.
  16. I have to agree about your point about personal experiences possibly being lacking. I used to have CotW, but respecced it out because it being 1) single target and 2) quite useless most of the time. I found for tanking it was usually enough to jump in, let Invincibility and a couple of AoEs do the trick.

    Now, I might reconsider taking it if it was an AoE taunt. Single target? Bleh.
  17. Good point about Confront powers, but I still think that there are a lot of powers that are more useful. You still have Invincibility as an /Invuln. Also as a scrapper I find it good enough if I can take the alpha for a team and hold at least some of the enemies on me. It's not my primary job to tank, after all.

    Also about Divine Avalanche; it is a power I like to keep in my attack chain because that lets me take on pretty much anything in melee. It also eases up my job in finding the resources to soft cap S/L. The Melee and Lethal flags take care of about every melee attack in the game.

    In the end, though, I wouldnt say Confront is a totally useless power choice. In my opinion there just are a lot more useful powers out there that help you fill the scrapper role.
  18. Dull Pain
    Type: Click
    Availability: Level 4
    Effect: Heal 40%, +max HP 40% for 120 seconds.
    Recharge and Endurance cost: 360 seconds, 10.4 Endurance
    Description: This power owns. It increases you max HP to tanker HP levels and can be used
    as an emergency heal. Nothing bad about it, except that it's hard to choose between perma DP and a self heal available on demand. Get it.
    My slotting: 3x RECHG, 3x HEAL
    Rating: *****

    Resist Elements
    Type: Auto
    Availability: Level 10
    Effect: 7.5% Resistance (Fire, Cold, Toxic), 20% Resistance (Slow, Recharge)
    Recharge and Endurance cost: None
    Description: After the buffs this power is actually useful. Higher Resistance numbers as well as Slow/Recharge Resistance which stacks with that of Winter’s Gift. Take it if you have space, -Rech and –Speed are killers.
    My slotting: 1x RESIST
    Rating: **

    Unyielding
    Type: Toggle
    Availability: Level 16
    Effect: 3.75% Resistance (Smashing, Lethal), 7.5% Resistance (Fire, Cold, Toxic, Energy, Neg. Energy),
    Status protection (mag 10, KB, Repel, Held, Immob, KUp, Stun, Sleep), KB -10000%
    Recharge and Endurance cost: 10 seconds, 0.26 Endurance/second
    Description: If you only were to take one power from Invulnerability, this should be it.
    Protects you from being mezzed and gives some resistance to nearly all damage. This is the most important power from Invulnerability.
    My slotting: 3x RESIST, 1-2 END
    Rating: *****

    Resist Energies
    Type: Auto
    Availability: Level 20
    Effect: 7.5% Resistance (Energy, Neg. Energy), 25% Resistance (Endurance)
    Recharge and Endurance cost: None
    Description: After the buffs, this power just like REL, became useful. It’s the only –Recovery and –End protection power you can get your hands on so be sure to get this. This is definitely more useful than REL.
    My slotting: 1x RESIST
    Rating: ***

    Invincibility
    Type: Toggle
    Availability: Level 28
    Effect: 3.75% Defense + 1.125% per enemy up to 10 of them (all but psi), 2% ToHit + 1%
    per enemy up to 10 of them
    Recharge and Endurance cost: 10 seconds, 0.21 Endurance/second
    Description: I love this power, it's a really nice Tohit and Defense boost for you and
    often doesn’t even break tanking if the tank has a taunt aura and actually attacks or uses taunt. About half of the /Invulnerability scrappers I see don't have this. You should.
    My slotting: 3x DEF, 1-2 END (and maybe Tohit/taunt if you feel like it. I didn't)
    Rating: *****

    Tough Hide
    Type: Auto
    Availability: Level 35
    Effect: 3.75% Defense (all but psi), 25% Resistance (DeBuff Def)
    Recharge and endurance cost: None
    Description: This power is nowadays one of the cornerstones of Invulnerability. This combined with RPD gives you 50% DefDebuff Resistance. Hardly something to skip. Also the Defense it offers is as much as Weave and this power doesn’t even cost Endurance.
    My slotting: 1-3x DEF
    Rating: ****

    Unstoppable
    Type: Click
    Availability: Level 38
    Effect: 52.5% Resistance (all but psi), status protection (mag 17, repel, held, immob, stun,
    sleep), (mag 100, KB, KUp), +100% end recovery. All that for 180 seconds. Drains all your
    end and 90% of your HP when it drops, though.
    Description: There are two ways to look at this power.(1) It’s the only way a scrapper can self-cap all Resistances bar Psionic without insps or temps. It’s great for leveling up, (2) but it’s hardly needed with a lot of +Defense set bonuses. It won’t be needed often and the crash is very harsh. Still, it’s a nice tool if you have space for it.
    My slotting: 3x RECHG, 1x RES (or if IOs, 2x RECHG, 1x RECHG/RES, 1x RES)
    Rating: ***** OR **

    3. Suggestions about Power Pools and Ancillary Powers

    I won’t go very in depth here because I know everyone has their own tastes on this stuff and there really isn’t a cookie cutter build for Katana/Invulnerability. I’ll tell you what I have found useful and basically mock what I haven’t.

    Ancillaries:

    This one is actually quite simple. There are three powers I think are worth it on a Katana/Invulnerability. Of course, anything goes if you’re in for concept, but these are powers I’d say are useful.

    The useful stuff is: Conserve Power and Focused Accuracy/Targeting Drone. Conserve Power because more Endurance is never bad and this combo can burn fast through the blue bar if you take Fighting Pool which I recommend you do. Focused Accuracy/Targeting Drone on the other hand aren’t all that useful if you have IO sets and I wouldn’t take the extra strain on Endurance bar if you took Fighting. The extra Accuracy and ToHit is moot because you have Invincibility for extra ToHit, Katana has higher than normal Accuracy (only slightly though) and it Debuffs Defense. The main selling point of FA and TD isn’t their Acc/Tohit, it’s the high Resistance to Tohit Debuffs.

    While there are some nice tools out there in the ancillaries, they aren’t really worth it because they all force redraw. Again, my opinion only, but I have actually tried all of the powers available from them on my Katana/Invuln.

    Power Pools:

    Concealment: Well, this isn’t really the best choice for an Invuln. Invincibility aggros anything in melee range making stealth quite useless unless you like turning Invincibility on and off. Also Phase Shift is hardly worth it in PvE with Ethereal Shift available.

    Fighting: Fighting is a top choice for Invulnerability. It makes your tough points even tougher, more accurately speaking it increases your already high S/L Resistance and adds a good amount to your already good Defense. Bad thing is, this costs Endurance.

    Fitness: As most powersets without Endurance managing tools this is very useful for Katana/Invuln. I’d even go on to say it’s needed. Needed at least if you want to get the most out of your character. Stamina and Health both do lots of good for your character.

    Flight: You’re most probably going to take a travel power so if you like flying this isn’t any worse than the other travel powers. Myself, I prefer Leaping.

    Leadership: This is hardly worth it on any scrapper. High Endurance costs and low modifiers. I wouldn’t even think of getting any of these.

    Leaping: My favourite travel power: Super Jump. Easy to maneuver, it’s fast and it also offers great vertical movement. Can’t see why anyone wouldn’t like this. Also you get Combat Jumping as the prerequisite which adds little to your Defense, but it’s good for combat maneuvering when combined with Hurdle and you can slot a bunch of utility IOs in it.

    Medicine: I can see why people take this. I’d probably take it, too, if I only had room for it. I used to have it, but Fighting is overall a better choice. This might have the edge for a leveling up build, though.
    Presence: Low modifiers and high Endurance costs. Not a that good choice for a scrapper.

    Speed: Well, Hasten is great and Super Speed is a nice travel power. I hardly have any use for Hasten now so I dropped it out of my build. If you like Super Speeding, though, don’t hesitate taking Hasten as well.

    Teleportation: If it’s your thing for transportation, take it. I found it too tricky to use and it suffers a lot from lag. Your choice, though.

    4. The build and general IO goals

    This time around, I focused on getting as much Defense, Resistance, Regeneration and Recharge as possible from set bonuses. As a by-product I also got a healthy amount (pardon the pun) of +HP.

    The overall idea was to make the build as sturdy as possible while still maintaining a high Damage output, which +Recharge translates into. Currently I’m sitting at mid 60’s S/L Resistance, with mid 20’s Resistance to Exotics (all but Psi) and 33-36% Defense (33% F/C, 36% S/L/E/N) with one foe in melee range, and I’m soft capped to S/L/E/N with F/C only 2% behind when 10 people are in melee range which is not really unusual. Also against one opponent I’m practically always soft capped to Lethal, thanks to Divine Avalanche being a part of my attack chain.

    Here is the final build I ended up creating. The empty slot in RPD is the PvP 3% Def IO. The build is extremely expensive, but I was lucky to buy most of the really expensive items when they weren’t all that steep in price. The performance mirrors the cost, though, and I’d say it was definitely worth it.
    Hero Plan by Mids' Hero Designer 1,401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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

    Hero Profile:
    Level 1: Gambler's Cut -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(7), Achilles-ResDeb%(7)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), Empty(3)
    Level 2: Flashing Steel -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(9), Erad-Acc/Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(11), Sciroc-Dmg/EndRdx(11), Sciroc-Acc/Dmg/EndRdx(13)
    Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15)
    Level 6: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Heal(43), Dct'dW-Rchg(45)
    Level 8: Divine Avalanche -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(45), KntkC'bat-Dmg/EndRdx/Rchg(46), KntkC'bat-Dmg/Rchg(46), LkGmblr-Rchg+(46), HO:Nucle(48)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(50)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(42)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(19), Mrcl-Rcvry+(40), Mrcl-Heal(40), RgnTis-Regen+(40)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(37)
    Level 22: The Lotus Drops -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(23), Erad-Acc/Dmg/Rchg(23), Erad-Acc/Dmg/EndRdx/Rchg(36), Sciroc-Dmg/EndRdx(37), Sciroc-Acc/Dmg/EndRdx(37)
    Level 24: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(25), RechRdx-I(25)
    Level 26: Soaring Dragon -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(27), Hectmb-Acc/Rchg(27), Hectmb-Dmg/EndRdx(31), Hectmb-Dam%(31), Mako-Acc/Dmg/EndRdx/Rchg(34)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def(29), LkGmblr-Def/EndRdx/Rchg(31)
    Level 30: Kick -- Empty(A)
    Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), M'Strk-Acc/Dmg/EndRdx(34)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/Rchg(36)
    Level 38: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/Rchg(39), RctvArm-EndRdx(39)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), HO:Cyto(42)
    Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(45)
    Level 47: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam/Rchg(48)
    Level 49: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(50), Aegis-ResDam/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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    Here's another build if you have access to Ninja Run or don't mind getting around with the temporary jet packs. It's what I use currently, and I quite like the change. It has some pros and cons to it if you compare it to the previous build, but overall it fits my playstyle better, and I think is overall slightly better. It is a bit more expensive, though, but you could substitute the PvP -Res proc with a damage proc if you don't want to use as much influence.

    Pros-
    * Higher ST damage through Hasten and the PvP -Res proc.
    * Perma DP, allows for higher HP and Regen increasing survival.
    * Slightly higher S/L Defense, which in conjunction with perma DP should make survival noticeably higher.
    * Build Up is available more often.
    * This build seems better on endurance. I managed to solo three AVs with Sprint left running (accidentally!), and only once came close to running out of Endurance. Without Sprint? Seems like I'd have to get really unlucky with the PS procs to run dry.

    Cons-
    * AoE damage might be slightly lower. However, with Hasten Lotus is up more often so it might not go down too much.
    * No travel power. Ninja Run + Hurdle + Sprint does it for me.
    * Lower F/C Defense, but honestly I haven't noticed it.

    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: Katana
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- Hectmb-Dmg(A), Hectmb-Dam%(31), Hectmb-Dmg/EndRdx(39), Achilles-ResDeb%(42), Hectmb-Acc/Dmg/Rchg(45), Hectmb-Acc/Rchg(46)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(45)
    Level 2: Temp Invulnerability -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(45)
    Level 4: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(43), Dct'dW-Rchg(43)
    Level 6: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(7), RechRdx-I(7), RechRdx-I(43)
    Level 8: Divine Avalanche -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9), KntkC'bat-Knock%(11), HO:Nucle(13), LkGmblr-Rchg+(13)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(11), Ksmt-ToHit+(19), Winter-ResSlow(46)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15), Mrcl-Rcvry+(40), Mrcl-Heal(42), RgnTis-Regen+(42)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(40)
    Level 18: The Lotus Drops -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(19), Erad-Dmg/Rchg(23), Sciroc-Acc/Dmg/EndRdx(37), Sciroc-Dmg/EndRdx(40)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
    Level 22: Kick -- Empty(A)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam(25), RctvArm-EndRdx(37)
    Level 26: Soaring Dragon -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(27), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(36), LdyGrey-%Dam(37)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), HO:Cyto(31)
    Level 32: Golden Dragonfly -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(33), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), FotG-ResDeb%(34)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/Rchg(36)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(46)
    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-EndRdx/Rchg(50), RctvArm-ResDam(50)
    ------------
    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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    Here's one final build for the while. This is what I'd use if I were to go deeper into AV soloing with this character. It's basically a modified build from the previous with the main difference being S/L soft cap with one enemy in melee range at the cost of 10% Regen and 5% Recharge along with some F/C Resistance. I think it could be worth mentioning that your hit chance is no longer 95% against lvl 54 enemies (with one enemy to fuel Invincibility) as with the previous two builds, but it's still over 90% which should go to 95% with an application of Katana's -Def.

    I'm fairly sure that the PvP +Def IO should work down to level 1 if you are going to play exemplared, but I'm not 100% sure about it. If I'm wrong about this, feel free to point it out.

    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: Katana
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(45), Hectmb-Acc/Rchg(45), Hectmb-Dmg/EndRdx(46), Hectmb-Dam%(46), Achilles-ResDeb%(46)
    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(43)
    Level 4: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal(43), Dct'dW-Rchg(43)
    Level 6: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(7), RechRdx-I(7), RechRdx-I(42)
    Level 8: Divine Avalanche -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(13), HO:Lyso(40), LkGmblr-Rchg+(42)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(11), Ksmt-ToHit+(11), Winter-ResSlow(13)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15), Mrcl-Rcvry+(39), Mrcl-Heal(40), RgnTis-Regen+(40)
    Level 16: Unyielding -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(37)
    Level 18: The Lotus Drops -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(19), Erad-%Dam(19), C'ngBlow-Acc/Dmg(25), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Dmg/Rchg(45)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(25)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 24: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 26: Soaring Dragon -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(34), HO:Nucle(36), LdyGrey-%Dam(37)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam(31), RctvArm-EndRdx(31)
    Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), FotG-ResDeb%(34)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/Rchg(36)
    Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), HO:Cyto(39)
    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(50), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50)
    Level 49: Resist Elements -- GA-3defTpProc(A)
    ------------
    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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    And finally, as promised, a less expensive build if you don't want to spend that much. This build isn't dirt cheap, but if you like your character enough to think about getting IOs, this is definitely a build you can get reasonably fast with some dedication.

    Hero Plan by Mids' Hero Designer 1,90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Invulnerability
    Power Pool:
  19. Katana and Invulnerability – The Swift Steel

    I wrote a guide for this powerset combination about two years ago and after that a lot has happened so I felt like I should update my guide to the present. In particular, the changes that have affected the combination the most are shortened animation times in Katana attacks, new IO sets, buffs to Invulnerability passives and changes to defense set bonuses.

    The old guide focused mostly on getting as much Psionic Resistance and Defense as possible while maintaining high amounts of Recharge, Regeneration and Accuracy from set bonuses. Due to the changes in set bonuses, it is very easy to accumulate high amounts of Ranged and AoE Defense instead of Psionic Defense, thus skipping separate Psionic defenses altogether.

    The old guide is still a useful source of information for anyone who plays a character with Invulnerability and seeks to build them to be able to chew through enemies who use Psionic Damage. While the new build I made is capable of this, the old one is much stronger at it. Especially Invulnerability Tankers who naturally get higher Defense/Resistance numbers might want to look at the older guide to add Psionic protection to their build. The old guide can be found here.

    The guide will be separated in 4 parts, which makes it one chapter shorter than the old guide.

    1. Introduction to sets
    2. Introduction to individual powers
    3. Suggestions about Power Pools and Ancillary Power
    4. The build and general IO goals

    1. Introduction to sets

    Katana: The faster and lighter of the two single blades available to scrappers. While Katana and Broad Sword share basically identical powers there are differences between them. One: Katana attacks use less Endurance and they Recharge faster. Two: Katana attacks deal less Damage per hit, but is able to achieve a higher overall DPS.
    All Katana attacks except for Divine Avalanche pack a Defense DeBuff. This makes slotting procs easy and practical. It also helps in the lower levels when you can’t afford to slot many accuracies in powers and when you don’t have set bonuses to help you out.

    Invulnerability: The king of the hill when it comes to taking Smashing and Lethal damage. While Invulnerability has had its fair share of ups and downs it is now a good set, easily about the same on average as other scrapper secondaries.

    Invulnerability is a set which relies on layered protection. Defense, Resistance and a +maxHP power which can also be used as a self heal. Invulnerability can achieve very high Smash and Lethal Resistance and around 25% Resistance to all of the Exotic Damage types except Psionics. It is also capable of achieving fairly high numbers of Defense. All of this put together makes it a sturdy, multitrick pony.

    2. Introduction to individual powers

    This section is pretty much borrowed straight out of my older guide. This doesn’t mean it isn’t worth a reread, even if you read my previous guide. Some things have changed since then, especially parts concerning Invuln.

    In this part I will only give you advice on how to slot the powers with SOs or Generic IOs. There are so many sets or partial set combinations you could use that I have no chance of listing them all.

    Katana


    Sting of the Wasp
    Type: Click
    Availability: Level 1
    Effect: Melee, moderate damage (lethal), DeBuff Def (-7,5%)
    Recharge and Endurance cost: 5 seconds, 6.03 Endurance
    Description: Your basic bread and butter attack. I prefer this to Gambler's Cut in the mid levels, but at lower levels I'd pick GC to fill your attack chain.
    My slotting: 3x DMG, 1x ACC, 1x RECHG, 1x END
    Rating: ***

    Gambler's Cut
    Type: Click
    Availability: Level 1
    Effect: Melee, minor damage (lethal), DeBuff Def (-7.5%)
    Recharge and Endurance cost: 3 seconds, 4.37 Endurance
    Description: This power is better than it may seem on the first glance. While it does fewer damage than Sting of the Wasp, it recharges faster, and it has quite a nice DPA.
    It's good for low level attack chain filling, but it is worth noting that this attack has surprisingly high EPS. Sting of the Wasp might be preferable in the mid levels, but GC pulls
    past once you have high amounts of recharge needed for the top attack chains.
    My slotting: 3x DMG, 1x ACC
    Rating: ** OR *****

    Flashing Steel
    Type: Click
    Availability: Level 2
    Effect: Melee cone, moderate damage (lethal), DeBuff Def (-7.5%)
    Recharge and Endurance cost: 6 seconds, 6.03 Endurance
    Description: This power is great. Just great. It's the other one of your two real multitarget
    attacks. Increases your DPS and DPE quite a lot when there are multiple opponents near you.
    Not too shabby against single foes either.
    My slotting: 3x DMG, 1x ACC, 1x RECHG, 1x END
    Rating: ****

    Build Up
    Type: Click
    Availability: Level 6
    Effect: +20% ToHit, +100% DMG for 10 seconds.
    Recharge and Endurance cost: 90 seconds, 5.2 Endurance.
    Description: This is a power everyone should get. While not necessary for PvE, it's always
    useful and sometimes even needed (against MoGed / eluded PPs, for instance). +100% damage
    for 10 seconds is always nice.
    My slotting: 3x RECHG (for PvP you should add ToHit as well)
    Rating: ****

    Divine Avalanche
    Type: Click
    Availability: Level 8
    Recharge and Endurance cost: 3 seconds, 4.37 Endurance
    Effect: Melee, minor damage (lethal), Defense Buff (self, melee and lethal, 15%)
    Description: Now, with Invulnerability as your secondary you don’t only get high resistance
    to lethal damage but high Defense too! And being a scrapper, the melee def part of this power
    is going to help you. A lot. Get it as soon as it's available and love it.
    My slotting: 3x DEF, 2x ACC, 1x RECHG
    Rating: *****

    Calling the Wolf
    Type: Click
    Availability: Level 12
    Effect: Ranged, taunt
    Recharge and Endurance cost: 3 seconds, 0 Endurance
    Description: Standard taunt, even if you are going to tank it isn’t that needed. You
    are going to get invincibility anyway. Don’t get it, unless it's for concept reasons.
    My slotting: 1x RANGE (for pulls)
    Rating: *

    The Lotus Drops
    Type: Click
    When can you get it: Level 18
    Effect: PBAoE, moderate damage (lethal), DeBuff Def (-7.5%)
    Recharge and Endurance cost: 14 seconds, 13 Endurance
    Description: While the Endurance and recharge may seem high, this power is excellent.
    It hits everyone in melee range around you. Your best AoE, get it, slot it, love it.
    My slotting: 3x DMG, 1x ACC, 1x END, 1x RECHG
    Rating: ****

    Soaring Dragon
    Type: Click
    Availability: Level 26
    Effect: Melee, high damage (lethal), KnockUp, Debuff Def (-7.5%)
    Recharge and Endurance cost: 9 seconds, 9.36 Endurance
    Description: This attack deals good damage, offers soft control and is a very important part
    of your attack chain. Be sure not to miss it.
    My slotting: 3x DMG, 1x ACC, 1x END, 1x RECHG
    Rating: *****

    Golden Dragonfly
    Type: Click
    Availability: Level 32
    Effect: Melee cone (very narrow), extreme damage (lethal), KnockBack (the KB Mag is so low that it's actually KnockDown),
    debuff Def (-7.5%)
    Recharge and Endurance cost: 12 seconds, 11.9 endurance
    Description: Woot! Your most powerful attack and it has a soft control component! It can also
    hit multiple targets! Nothing bad about this power except that it isn’t up every other second :P
    Get it, slot it, love it.
    My slotting: 3x DMG, 1x ACC, 1x END, 1x RECHG
    Rating: *****


    Invulnerability

    Resist Physical Damage
    Type: Auto
    Availability: Level 1
    Effect: 7.5% Resistance (Smashing, Lethal), 25% Resistance (DeBuff Def)
    Recharge and endurance cost: None
    Description: You have to get this power. Not much to comment here. Not worth putting extra
    slots in it, unless you're planning for set bonuses. You can chuck a resistance SO or a couple of unique IOs in it. This power isn't all that bad, though.
    I'd give it 2 stars just for the DefDebuff Resistance, and another 2 stars because it adds Resistance against the most common type of damage in the game.
    My slotting: 1x RESIST
    Rating: ****

    Temporary Invulnerability
    Type: Toggle
    Availability: Level 2
    Effect: 22.5% Resistance (Smashing, Lethal)
    Recharge and Endurance cost: 2 seconds, 0.26 Endurance/second
    Description: This is a fantastic power, offers great resistance to smashing and lethal
    damage when 3slotted with 3x resistance. Get it. It's a must.
    My slotting: 3x RESIST, 1-2 END
    Rating: ****
  20. Just thinking here, how much worse off would I be if I dropped Smite for Hasten and put that Mako's set in Shadow Punch and tried to run a chain of MG &gt; SP &gt; SL &gt; SP?

    It would also leave me with a couple of slots to play with.
  21. DSorrow

    The BIG nerf!!!

    QR to OP

    Things you failed to notice:

    1) Domi's had a base damage buff. BUFF. It is somewhat equivalent to being permadom. This means that permadoms didn't actually lose any damage and those domis who didn't have permadom now deal more damage. Seems good to me.

    2) PSW was overpowered. An AoE attack with Single Target modifiers for Damage, Recharge and Endurance cost? If you cannot see what's overpowered there I don't know why anyone would bother arguing with you about it.

    3) There are other secondaries besides Psi, which clearly was the best in AoE damage potential, thanks to one overpowered attack. This isn't a dominator nerf, it is something to level out the playing field for permadoms vs. un-IO'd doms and /Psi doms vs /other doms.

    4) [ QUOTE ]
    so all domi is good for is the kb prot,stun immob

    [/ QUOTE ]
    So, that's all? I'd kill to get something like that on my squishies. I mean, permadoms can be very close to tankmages. Thanks to good resistance modifiers, AoE mez and good damage.

    That's all. For now.
  22. I did think of skipping Grant Cover, the thing just is that it gives quite a nice bit of Def Debuff Resistance.
  23. The Ouroboros exit is a working solution to this, but it's hardly something I'd remember at the hour I usually finish a TF. Especially when I'm usually excited with my new merits/level/badge.
  24. Also keep in mind Chilling Embrace protects you from ALL kinds of damage as long as you have your opponents in melee range. The -DAM combined with -Rech offers some serious mitigation, not only does the opponent less damage per attack, but they also attack less often.