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Posts
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I believe this build would do quite nicely if you want to get IOs.
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Stone Skin -- S'fstPrt-ResDam/Def+(A)
Level 1: Jab -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 2: Earth's Embrace -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(5), Dct'dW-Rchg(5)
Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(46), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 6: Swift -- Run-I(A), Run-I(7), Run-I(7)
Level 8: Rooted -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/EndRdx/Rchg(9), Dct'dW-Heal/EndRdx(11)
Level 10: Taunt -- RechRdx-I(A)
Level 12: Recall Friend -- Range-I(A)
Level 14: Teleport -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(15), Winter-ResSlow(15)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(17), Mrcl-Rcvry+(40), RgnTis-Regen+(43)
Level 18: Mud Pots -- Erad-%Dam(A), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(19), Erad-Acc/Dmg/EndRdx/Rchg(37), Sciroc-Dmg/EndRdx(37), Sciroc-Acc/Dmg/EndRdx(37)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(36)
Level 22: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(23), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(36), T'Death-Dmg/Rchg(36)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Maneuvers -- GftotA-Run+(A), LkGmblr-Rchg+(27), LkGmblr-Def/EndRdx(27), LkGmblr-EndRdx/Rchg(29)
Level 28: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(31), AdjTgt-Rchg(31)
Level 30: Assault -- EndRdx-I(A)
Level 32: Granite Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(33), GftotA-Run+(33), TtmC'tng-ResDam(33), TtmC'tng-ResDam/EndRdx(34), TtmC'tng-ResDam/Rchg(34)
Level 35: Vengeance -- GftotA-Run+(A)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40), M'Strk-Dmg/EndRdx/Rchg(40)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/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: Super Speed -- Clrty-Stlth(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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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)[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]8,63% Defense(Energy)[*]8,63% Defense(Negative)[*]3% Defense(Psionic)[*]3% Defense(Melee)[*]5,81% Defense(Ranged)[*]3% Defense(AoE)[*]4,05% Max End[*]4% Enhancement(Heal)[*]60% Enhancement(RechargeTime)[*]41% Enhancement(Accuracy)[*]11% FlySpeed[*]316,2 HP (16,9%) HitPoints[*]11% JumpHeight[*]11% JumpSpeed[*]MezResist(Immobilize) 13,2%[*]MezResist(Sleep) 2,2%[*]MezResist(Stun) 2,2%[*]MezResist(Terrorized) 2,2%[*]7% (0,12 End/sec) Recovery[*]54% (4,22 HP/sec) Regeneration[*]20% ResEffect(FlySpeed)[*]20% ResEffect(RechargeTime)[*]20% ResEffect(RunSpeed)[*]2,84% Resistance(Fire)[*]7,84% Resistance(Cold)[*]1,26% Resistance(Energy)[*]1,26% Resistance(Negative)[*]33,5% RunSpeed[/list]
P.S starting to be drunk -
How much is "medium"? I mean, I dont think about builds as "ordinary", "medium", "excellent" or "hardcore". I just get them to work as good as I can without purples which actually only sets a price roof of about 600 million.
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Welcome back!
I think the right forum section for this would've been blasters but here we go anyway. I threw this build together very quickly so there might be mistakes in it.
I dropped leadership altogether because I find it quite useless with blaster values. Picked up shiver because it offers great mitigation through -rech.
Didn't pick hoarfrost because 1) you're already at the HP cap and 2) because the recharge on it is horrible. 9 mins! That's an eternity.
Tried to get max amount of recharge without making the build too costly. 58% should be enough to chain the 3 ice blasts without gaps. I have 62% on my ice blaster and it works fine.
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Blaster
Primary Power Set: Ice Blast
Secondary Power Set: Ice Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Ice Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(13)
Level 1: Chilblain -- Empty(A)
Level 2: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(15), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(37), Dev'n-Acc/Dmg/EndRdx/Rchg(40)
Level 4: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(42), Range-I(43)
Level 6: Ice Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(13)
Level 8: Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(9), BasGaze-Rchg/Hold(9), BasGaze-Acc/EndRdx/Rchg/Hold(11)
Level 10: Hurdle -- Jump-I(A)
Level 12: Combat Jumping -- Ksmt-ToHit+(A), ULeap-Stlth(43)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(17), Mrcl-Heal/EndRdx(46), Numna-Regen/Rcvry+(46)
Level 18: Bitter Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(36), 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%(36)
Level 22: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(23), AdjTgt-ToHit/EndRdx/Rchg(23), AdjTgt-EndRdx/Rchg(34), AdjTgt-Rchg(36)
Level 24: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx/Rchg(25), AdjTgt-ToHit/Rchg(25), AdjTgt-EndRdx/Rchg(27), AdjTgt-Rchg(27)
Level 26: Acrobatics -- EndRdx-I(A)
Level 28: Shiver -- P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(29), P'ngTtl-Rng/Slow(29), P'ngTtl-EndRdx/Rchg/Slow(31)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Blizzard -- Posi-Dmg/Rchg(A), Posi-Dmg/Rng(33), Det'tn-Dmg/Rchg(33), AirB'st-Dmg/Rchg(33), DarkWD-ToHitDeb(34), DarkWD-ToHitDeb/Rchg(34)
Level 35: Aid Other -- Empty(A)
Level 38: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(39), Numna-Heal/Rchg(39), Numna-Heal/EndRdx/Rchg(39), IntRdx-I(40), IntRdx-I(43)
Level 41: Flash Freeze -- Empty(A)
Level 44: Frozen Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(45), RedFtn-EndRdx(46)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Hibernate -- Numna-Heal(A), Numna-Heal/Rchg(50), Numna-Heal/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
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[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(Energy)[*]2,5% Defense(Negative)[*]1,25% Defense(Ranged)[*]6,75% Max End[*]2,5% Enhancement(FlySpeed)[*]2,5% Enhancement(RunSpeed)[*]2,5% Enhancement(JumpSpeed)[*]2,5% Enhancement(JumpHeight)[*]6% Enhancement(Heal)[*]52% Enhancement(Accuracy)[*]58,8% Enhancement(RechargeTime)[*]5% FlySpeed[*]162,6 HP (13,5%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]MezResist(Immobilize) 12,7%[*]MezResist(Sleep) 2,75%[*]14,5% (0,24 End/sec) Recovery[*]24% (1,21 HP/sec) Regeneration[*]4,41% Resistance(Fire)[*]4,41% Resistance(Cold)[*]2,52% Resistance(Energy)[*]2,52% Resistance(Negative)[*]5% RunSpeed[/list] -
[ QUOTE ]
Needs more Flurry.
[/ QUOTE ]
But it has hover! -
I believe this build meets the requirements set by the OP
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
Level 48 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Flight
Hero Profile:
------------
Level 1: Rock Armor Empty(A)
Level 1: Jab Empty(A)
Level 2: Stone Skin Empty(A)
Level 4: Earth's Embrace Empty(A)
Level 6: Mud Pots Empty(A)
Level 8: Rooted Empty(A)
Level 10: Punch Empty(A)
Level 12: Haymaker Empty(A)
Level 14: Taunt Empty(A)
Level 16: Brimstone Armor Empty(A)
Level 18: Crystal Armor Empty(A)
Level 20: Hand Clap Empty(A)
Level 22: Knockout Blow Empty(A)
Level 24: Boxing Empty(A)
Level 26: Kick Empty(A)
Level 28: Tough Empty(A)
Level 30: Weave Empty(A)
Level 32: Minerals Empty(A)
Level 35: Granite Armor Empty(A)
Level 38: Rage Empty(A)
Level 41: Hurl Empty(A)
Level 44: Foot Stomp Empty(A)
Level 47: Hover Empty(A)
Level 49: Fly Empty(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals: -
It's intentional.
And no, regens keep the current version of MoG which (IMO) is much better. -
[ QUOTE ]
[ QUOTE ]
Yes it is annoying. But being able to team up with anyone in the game is one of the big selling points of this game in my book.
When I want to party with a friend I know I can party with him no matter our level differences. For those power levelers there is an easy solution.
IGNORE them.
[/ QUOTE ]
The thing is I would rather not have to ignore them, I'd rather not have them in the game at all and that also includes the farmers
[/ QUOTE ]
Thing is, I'd rather not ignore all the annoying people I meet. We need an IQ restriction and series of social tests for this game. -
I also suggest a max level restriction in all zones. We need a max lvl 7 restriction in Atlas Park to stop people from killstealing lowbies when they dont even get XP. Same for Galaxy.
Max lvl 30 restriction in Talos Island to stop lvl 50 ebil marketeers making phat profits. [/sarcasm]
I disagree. Why? Because I've played this game for quite a while and often find the 1-22 part of the game bit of a drag. Also I like to play with my friends who dont always have a lvl 40-49 character they want to level. Yes, it is possible, I might actually want to play with a friend legitimately and not pester people to PL me or "help others skip content"! -
Well, you'd lose the ~2% def from combat jumping so then you'd be a bit under the soft cap when stealth is suppressed. This shouldnt be too hard to fix, just needs shuffling of a few slots.
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I made a quick build for you. I kept stealth and added a stealth IO to stack with it for complete invisibility. You're just over soft capped defense even when stealth is suppressed so elude isn't needed in this build. Also added aid self for the situations where a few hits just get through and to reduce downtime, although you have quite a lot of regen with this build.
I expect this build will cost quite a lot but if you've sold all the IOs/salvage you've got to date I'd think you have quite a stack of influence hidden somewhere
Normally I'd use the short export form which I think is a lot more clear but since you dont have Mid's this might be better to see what sets you will need.
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Medicine
Hero Profile:
Level 1: Thunder Kick <ul type="square">[*] (A) Touch of Death - Accuracy/Damage[*] (43) Touch of Death - Damage/Endurance[*] (45) Touch of Death - Damage/Recharge[*] (45) Touch of Death - Accuracy/Damage/Endurance[*] (45) Touch of Death - Chance of Damage(Negative)[*] (46) Touch of Death - Damage/Endurance/Recharge[/list]Level 1: Focused Fighting <ul type="square">[*] (A) Serendipity - Defense/Endurance[*] (40) Serendipity - Defense/Recharge[*] (40) Serendipity - Defense/Endurance/Recharge[*] (43) Serendipity - Defense[*] (43) Serendipity - Endurance[/list]Level 2: Storm Kick <ul type="square">[*] (A) Touch of Death - Accuracy/Damage[*] (3) Touch of Death - Damage/Endurance[*] (3) Touch of Death - Damage/Recharge[*] (15) Touch of Death - Accuracy/Damage/Endurance[*] (15) Touch of Death - Damage/Endurance/Recharge[*] (40) Touch of Death - Chance of Damage(Negative)[/list]Level 4: Focused Senses <ul type="square">[*] (A) Serendipity - Defense/Endurance[*] (5) Serendipity - Defense/Recharge[*] (5) Serendipity - Defense/Endurance/Recharge[*] (7) Serendipity - Defense[*] (7) Serendipity - Endurance[/list]Level 6: Hurdle <ul type="square">[*] (A) Jumping IO[/list]Level 8: Crane Kick <ul type="square">[*] (A) Mako's Bite - Accuracy/Damage[*] (9) Mako's Bite - Damage/Endurance[*] (9) Mako's Bite - Accuracy/Endurance/Recharge[*] (11) Mako's Bite - Damage/Recharge[*] (13) Mako's Bite - Accuracy/Damage/Endurance/Recharge[*] (13) Mako's Bite - Chance of Damage(Lethal)[/list]Level 10: Practiced Brawler <ul type="square">[*] (A) Recharge Reduction IO[*] (11) Recharge Reduction IO[/list]Level 12: Combat Jumping <ul type="square">[*] (A) Unbounded Leap - +Stealth[/list]Level 14: Super Jump <ul type="square">[*] (A) Jumping IO[/list]Level 16: Dodge <ul type="square">[*] (A) Luck of the Gambler - Defense[*] (17) Luck of the Gambler - Defense/Endurance[*] (17) Luck of the Gambler - Defense/Recharge[*] (48) Luck of the Gambler - Endurance/Recharge[/list]Level 18: Health <ul type="square">[*] (A) Numina's Convalescence - +Regeneration/+Recovery[*] (19) Numina's Convalescence - Heal[*] (19) Regenerative Tissue - +Regeneration[*] (23) Numina's Convalescence - Heal/Endurance[*] (39) Healing IO[/list]Level 20: Stamina <ul type="square">[*] (A) Performance Shifter - EndMod[*] (21) Performance Shifter - EndMod/Recharge[*] (21) Performance Shifter - EndMod/Accuracy[*] (23) Performance Shifter - Chance for +End[/list]Level 22: Quickness <ul type="square">[*] (A) Run Speed IO[/list]Level 24: Focus Chi <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - To Hit Buff[*] (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge[*] (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance[*] (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance[*] (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance[*] (39) Gaussian's Synchronized Fire-Control - Chance for Build Up[/list]Level 26: Dragon's Tail <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Damage[*] (27) Scirocco's Dervish - Damage/Endurance[*] (27) Scirocco's Dervish - Damage/Recharge[*] (31) Scirocco's Dervish - Accuracy/Recharge[*] (34) Scirocco's Dervish - Accuracy/Damage/Endurance[*] (37) Multi Strike - Damage/Endurance/Recharge[/list]Level 28: Agile <ul type="square">[*] (A) Luck of the Gambler - Defense[*] (29) Luck of the Gambler - Defense/Endurance[*] (29) Luck of the Gambler - Defense/Recharge[*] (48) Luck of the Gambler - Endurance/Recharge[/list]Level 30: Lucky <ul type="square">[*] (A) Luck of the Gambler - Defense[*] (31) Luck of the Gambler - Defense/Endurance[*] (31) Luck of the Gambler - Defense/Recharge[*] (50) Luck of the Gambler - Endurance/Recharge[/list]Level 32: Eagles Claw <ul type="square">[*] (A) Mako's Bite - Accuracy/Damage[*] (33) Mako's Bite - Damage/Endurance[*] (33) Mako's Bite - Damage/Recharge[*] (33) Mako's Bite - Accuracy/Endurance/Recharge[*] (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge[*] (34) Mako's Bite - Chance of Damage(Lethal)[/list]Level 35: Evasion <ul type="square">[*] (A) Serendipity - Defense/Endurance[*] (36) Serendipity - Defense/Recharge[*] (36) Serendipity - Defense/Endurance/Recharge[*] (36) Serendipity - Defense[*] (37) Serendipity - Endurance[/list]Level 38: Stealth <ul type="square">[*] (A) Serendipity - Defense/Endurance[*] (42) Serendipity - Defense/Recharge[*] (42) Serendipity - Defense/Endurance/Recharge[*] (42) Serendipity - Defense[*] (46) Serendipity - Endurance[/list]Level 41: Aid Other <ul type="square">[*] (A) Interrupt Reduction IO[/list]Level 44: Aid Self <ul type="square">[*] (A) Interrupt Reduction IO[*] (46) Numina's Convalescence - Heal[*] (48) Numina's Convalescence - Heal/Endurance[*] (50) Numina's Convalescence - Heal/Endurance/Recharge[*] (50) Doctored Wounds - Heal/Endurance/Recharge[/list]Level 47: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 49: Warriors Challenge <ul type="square">[*] (A) Range IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Critical Hit
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]13,5% DamageBuff(Smashing)[*]13,5% DamageBuff(Lethal)[*]13,5% DamageBuff(Fire)[*]13,5% DamageBuff(Cold)[*]13,5% DamageBuff(Energy)[*]13,5% DamageBuff(Negative)[*]13,5% DamageBuff(Toxic)[*]13,5% DamageBuff(Psionic)[*]5% Defense(Smashing)[*]5% Defense(Lethal)[*]5,31% Defense(Fire)[*]5,31% Defense(Cold)[*]5% Defense(Energy)[*]5% Defense(Negative)[*]10% Defense(Melee)[*]10% Defense(Ranged)[*]10,6% Defense(AoE)[*]48% Enhancement(Accuracy)[*]10% FlySpeed[*]266,1 HP (19,9%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]MezResist(Held) 12,1%[*]MezResist(Immobilize) 12,1%[*]5% (0,08 End/sec) Recovery[*]80% (4,47 HP/sec) Regeneration[*]3,13% Resistance(Negative)[*]10% RunSpeed[/list] -
For a very survivable blaster I could recommend Psychic/Energy (lot of soft control in the form of knockback) or Ice/Mental (-speed, -rech, holds, wonderful +regen power etc.) which is so far my favourite blaster
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First of all, welcome to the game!
1. Gravity is quite a weak set until 26 when you get wormhole. Also thermal radiation is a set made for team play. You only get heals and ally buffs until 35. Not the best choice for solo play, you're far better off in teams.
2. Elite Bosses were never meant to be soloable. Pretty much all AT/set combinations have hard time with them in the lower levels.
3. Only thing I can suggest here is carrying break frees with you. It's an unfortunate thing but it happens to all squishies
4. As I already said, grav/therm is a slow soloer. MMs breeze through the content solo, mostly because they have good buff/debuff from secondary, great damage and a lot of personal meatshields.
5. Think I dont need to add anything here, all said in the previous answers. -
Well first of all, I'd slot more end reduction in your damage auras. Second I'd probably drop CoD and Weave. I dont think they add that much to your survivability.
-
I have a quite similarly built scrapper, a spines/fire. Also designed to decimate a lot of mobs in short time. I have no end problems whatsoever even though I'm constantly running both shields from fire, both damage auras, tough, combat jumping and super speed.
I've slotted my damage auras a bit differently though, only 1 damage proc which is well enough. I wouldnt mind having more of them but my endurance efficiency would suffer from that.
Anyways, here's the build. Hope you can pick something from it.
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(45)
Level 1: Fire Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/EndRdx/Rchg(3), S'fstPrt-ResKB(5)
Level 2: Spine Burst -- Sciroc-Acc/Dmg(A), Sciroc-Dam%(40), Sciroc-Acc/Rchg(40), Sciroc-Dmg/Rchg(42), M'Strk-Dmg/EndRdx(42), M'Strk-Dmg/EndRdx/Rchg(42)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(40)
Level 6: Blazing Aura -- M'Strk-Acc/Dmg(A), Sciroc-Dmg/EndRdx(7), M'Strk-Dmg/EndRdx(7), Sciroc-Dam%(13), M'Strk-Acc/Dmg/EndRdx(15), M'Strk-Acc/EndRdx(15)
Level 8: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(13)
Level 10: Hurdle -- Jump-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(39)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Plasma Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/EndRdx/Rchg(17), S'fstPrt-ResKB(19)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(45), Mrcl-Heal(46), Mrcl-Heal/EndRdx(46)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(37)
Level 22: Consume -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(23), P'Shift-Acc/Rchg(23), P'Shift-EndMod/Acc(37)
Level 24: Quills -- M'Strk-Acc/Dmg(A), Sciroc-Dmg/EndRdx(25), M'Strk-Dmg/EndRdx(25), Sciroc-Dam%(34), M'Strk-Acc/Dmg/EndRdx(36), M'Strk-Acc/EndRdx(37)
Level 26: Ripper -- Sciroc-Acc/Dmg(A), Sciroc-Dam%(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(31), M'Strk-Dmg/EndRdx(31), M'Strk-Dmg/EndRdx/Rchg(31)
Level 28: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(45), AdjTgt-Rchg(46)
Level 30: Burn -- Dmg-I(A), M'Strk-Dmg/EndRdx/Rchg(50), M'Strk-Dmg/Rchg(50)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(34), RechRdx-I(34)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(48)
Level 38: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(39)
Level 41: Kick -- Acc-I(A)
Level 44: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(48), TtmC'tng-ResDam/EndRdx/Rchg(48), EndRdx-I(50)
Level 47: Caltrops -- RechRdx-I(A)
Level 49: Rise of the Phoenix -- Dmg-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]2% DamageBuff(Smashing)[*]2% DamageBuff(Lethal)[*]2% DamageBuff(Fire)[*]2% DamageBuff(Cold)[*]2% DamageBuff(Energy)[*]2% DamageBuff(Negative)[*]2% DamageBuff(Toxic)[*]2% DamageBuff(Psionic)[*]2,25% Max End[*]43% Enhancement(Accuracy)[*]4% Enhancement(Heal)[*]35% Enhancement(RechargeTime)[*]10% FlySpeed[*]165,7 HP (12,4%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Immobilize) 4,95%[*]MezResist(Sleep) 14,9%[*]MezResist(Stun) 3,3%[*]MezResist(Terrorized) 2,2%[*]10% (0,17 End/sec) Recovery[*]40% (2,24 HP/sec) Regeneration[*]4,73% Resistance(Fire)[*]4,73% Resistance(Cold)[*]1,26% Resistance(Energy)[*]7,51% Resistance(Negative)[*]10% RunSpeed[/list] -
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Then you just unlock it and leave. >_>
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then the lock fails if you can unlock it -_-....
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The lock in the door of your own house must fail too. After all, you seem to be inside the house at your PC replying to messages on this forum. By your logic you should be outside cursing at the stupid lock that wont open -
It just seems funny to me that scrappers are the only "melee" AT that have nothing "extra nifty" available in their epic pools besides energy torrent and tenebrous tentacles to some extent.
Tankers get powers like fire ball (useful AoE damage), quicksand, stalagmites and melt armor.
Brutes get darkest night and (maybe) useful pets. And maybe something else too. I'm way too lazy to check it today and I dont have a brute over lvl 1 currently.
Stalkers get hibernate and shadow meld.
Scrappers get... Uh, nothing spectacular. -
Still missing my damn 23 merits as far as my maths work. Bleh. Should probably petition it again
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I think Dark Blast is the out and out winner of the T2s for Scrappers and I use it in my DM/SR's attack chain. Its pure neg en, its fast activating and its a good place for a Thunderstrike set.
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QFT. If this was a tier 1 epic power my FM/SR would use it in her attack chain.
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Thinking about it more on my drive into work this morning it could also be that scrappers get more good primary and secondary powers and benefit more from other pools. I wanted Weave on my BS/SR so I had to take 3 powers to get it, its not that different to taking 3 powers to get Energy Torrent seeing as I never use Boxing (redraw) and tough sits in my try with a +3% def unique (which isn't really that needed, but seemed as waste to have an empty slot) unused.
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I have the fighting trio on 2 of my scrappers, the MA/WP will get it eventually. Also my MA/regen and spines/fire scrappers have tough.
My FM/SR has the same situation with the fighting pool as your BS/SR. I would actually use tough if I just had enough slots (2 more! *sigh*) to slot it properly. Currently it's just a mule for the 3% def IO.
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How many characters have fitness just for Stamina? So the only power you want being the third power isn't uncommon but there is normally one other power in the pool that you will get some use out of. It just happens that scrappers have a more limited selection. Another epic pool being added would be very nice (personally I'd like a Stone one, but then I also want Stone Melee)
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I actually like all the powers in the fitness pool. Swift is very nice for movement inside missions, I just dont like toggling sprint on and off. Hurdle is great for any jumping character, hurdle (with 1 jump enhancement) + SJ (with 1 jump enhancement) equals SJ only, but with 3 jump enhancements.
Health and stamina on the other hand are just great. Health takes so many good IOs it's almost untrue. Just having it and slotting it with Numina: +Regen/+Recov, Numina: Heal, Numina: Heal/End, Miracle: +Recov, Regen Tissue: +Regen increases your survivability tremendously. I'm not saying though that this kind of slotting is available to everyone, but it's how I slot it most often.
Then we get to stamina. The one power you see on almost all characters. I dont think I even need to explain why I like this power
Oh yes, and 1 more thing I probably should note. Out of 8 possible scrapper primaries only 3 are "immune" to redraw caused by using the ancillary attacks. Might be a reason for why the ancillary attacks are often skipped. -
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I obviously use them more frequently than you, but only three of my scrappers are IO'd up and of them only my DM/SR has a pool, but he has 3 powers from one.
I think it depends on your power sets though. There is very little I could add that I'd want to add to my Spine/Inv, which is why it doesn't have an epic pool. Where as my Claw/WP can get more survivability from Energy Torrent (which is also fairly good damage) than I would get from Tough and Weave (at leas with how I've been playing it, and I was fighting +7s at one point).
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Sets might have something to do with it, but my scrappers have quite a wide spread across the sets.
50 spines/fire: full set IOs, caltrops from ancillaries
50 kat/inv: full set IOs, no ancillary powers
50 spines/SR: full set IOs, no ancillary powers
50 MA/regen: some set IOs, no ancillary powers
50 fire/SR: full set IOs, no ancillary powers
41 MA/WP: no set IOs as of yet, but no ancillaries planned
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Mostly I use the epic sets to fill in gaps, but that what I use SIOs for as well, so there will be some cross over.
On the whole I think Defenders and Brutes win out on their PPPs and Ancileries while other ATs tend to either do alright, or not well at all, but thats just from my experience.
Oh and yeah the squishies at least get the shield at the option, though not all of my 50s have a shield I can see that they could be a benefit on almost any combo of powersets
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This, I think is the core of the problem. Scrapper ancillaries dont have anything good available in the lower tiers of the epics. Squishies get shield at tier 2, and most of their ancillaries have something useful at tier 1 (snow storm, power build up, fissure just to name a couple), while scrapper epics get the nifty powers at tier 3 (tenebrous tentacles, energy torrent).
I just came to think of this after looking at the build's I've made on Mid's. Only scrapper builds in there that have no ancillary powers at all. -
While I agree that not all of the powers in other ATs' ancillaries are perfect, my point is that for a well-built scrapper (well picked powers, well slotted IOs for both numbers and bonuses) the ancillaries dont actually add anything. The ranged attacks are an exception but their damage is pitiful. And as a scrapper you should be in melee anyway.
The ancillaries do have nice powers though, like energy torrent, but that requires 2 power picks to get of which I need none. FA? Nope, set bonuses and kismet cover anything it would offer, and they dont cost any end either (OK, I dont get the -tohit resistance). Conserve? Nah, the recharge is very long and I already can manage endurance through set bonuses and good slotting. LBE? Pitiful damage.
Take for example the squishies, at least they can get a shield out of any ancillary pool if they wish and that's something useful you cant get out of set bonuses.
Although I probably should note that my spines/fire uses caltrops from weapons pool to keep people in burn for a longer period of time. That's the only one of my 6 40+ scrappers that has an ancillary pool power. And often the slows from spines do a fine job keeping them still for burn. Mweh, might need a respec. -
First off, I apologise for any in-coherent walls of text, spelling mistakes and all that stuff. I didn't sleep much last night and English isn't my first language. Here we go then...
As per the title, do they really do anything? This thought just crossed my mind. I've been doing a lot of builds for different characters lately (existing, planned, friends' characters etc.) and I've only just noticed that I very rarely strive for any of the scrapper epics.
Right, to the point then. Whenever I build a blaster/troller/defender I always pick an ancillary pool. They always give me something the build doesnt yet have, be it AoE damage, control powers (I know scrappers get this too, but with their control modifiers they're often next to useless), or the most important thing: shields.
Looking at the new tanker ancillaries just makes me green with jealousy. Melt armor (okay, not very high debuff numbers but it's still a debuff. Better than laser beam eyes), the frost breath/freezing rain cross-breed power (GIEF!) both look very nice for debuffing only. Then we have quicksand which is way better than caltrops on most occasions.
Scrapper epics on the other hand dont really enhance anything we dont really have aside from dark mastery.
Body mastery isn't really useful. The ranged damage is poor, focused accuracy is very easy to replace with set bonuses and none of my 6 scrappers (5 lvl 50, 1 lvl 41) need conserve power. Only power that's left which would be nice is energy torrent and it is tier 3. Dang.
Weapon mastery has a few useful tools, but again the ranged attacks it provides have very poor damage.
Dark mastery seems like the best choice for ancillary currently. Single target hold (While crappy duration it is the only hard control power available from scrapper ancillaries), torrent (Energy torrent at tier 1 but with less damage), dark blast (An actually useful ranged attack. Although it probably has the same damage as LBE the cast time is shorter and IMO it goes smoother with any attack chain) and tenebrous tentacles (Hello burn!).
I'm not very familiar with villain said ancillary pools but it seems to me that every villain AT has something to look forward to in their ancillary pools. Corrs/Domis/MMs go pretty much along the lines of Blaster/Defender/Controller epic pools. Shield/Godmode/general utility available in their patrons.
Stalkers get hibernate, shadow meld (Gimme this in scrapper epics!) and some decent AoE attacks too. Brute epics look pretty much like scrapper epics... But they get decent AoE attacks and darkest night!
TL;DR version:
Why cant scrappers have epics along the lines of brute/tanker epics? It would definitely be nice to have something to look forward to in the epic pools. Darkest night, the freeze breath, melt armor, decent ranged attacks... All that is currently just a dream for a scrapper. After all, epics were supposed to fill the holes of the ATs; what scrappers currently need is decent ranged attacks and debuffs.
Oh and on a sidenote, none of the scrappers I ever plan on Mid's seem to have the epic pools because often Aid other/Aid self or Kick/Tough/Weave are a better choice than the currently semi-useless epics.
Even shorter version
Give me Darkest Night in dark mastery and I'm happy. Oh, and while you're at it, give us a direct copy from tankers' fire mastery.
EDIT: Spelling and even shorter version added -
If there's no limit to price...
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