Desmodos

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  1. [ QUOTE ]
    [ QUOTE ]
    I like fear. Mostly due to lower end requirements (alot les healing needed) but also alot due to liking the multi floating skulls

    Great for damage mitigation as even those not feared are hit with nasty -acc

    [/ QUOTE ]


    Also, never looked this up but always assumed the cloak stacked with touch for some nasty uber fear for the big guys

    [/ QUOTE ]

    ToF + CoF do stack.
  2. [ QUOTE ]
    [ QUOTE ]
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    .

    If you run CoD and jump into a group with OG running, the mobs are not in "100 yard dash mode" and will stun quickly with barely a stagger. Broadsword makes quick work of minions.

    I sense people who complain about the running aren't using CoD.

    [/ QUOTE ]

    I fail to see what CoD has to do with anything. Stunned mobs wander with ridiculous speed. CoD will do nothing to prevent this.

    [/ QUOTE ]

    Stunned mobs do not wander at ridiculous speed if they haven't started their movement. CoD allows you to get in melee range of them so they don't start movement and instead cycle an attack. Since they haven't started movement their movement speed does not increase by the time they are stunned. Stunned mobs only move at ridicuolus speed because they were already in motion moving somewhere.

    [/ QUOTE ]

    Sorry, my experience differs dramatically from what you've described. Or is this a recent change?
  3. I think recharge takes priority over everything else, but if you have enough recharge bonuses, you can expand to IO sets. If Soul Drain is not recharging in 60 seconds or less, you should reconsider your slotting.

    On my DM/DA build I use a complete set of Obliteration, purely for the set bonuses. It has 79% enhancement recharge which combined with my global recharge bonuses puts Soul Drain up every 50 seconds.
  4. Thanks to everyone that signed up. Ended up running a team of 5 and a team of 6.

    I was on team 2 and we finished 2 hrs 5 mins. I believe the other team ran it a tad faster.

    Good times.
  5. [ QUOTE ]
    .

    If you run CoD and jump into a group with OG running, the mobs are not in "100 yard dash mode" and will stun quickly with barely a stagger. Broadsword makes quick work of minions.

    I sense people who complain about the running aren't using CoD.

    [/ QUOTE ]

    I fail to see what CoD has to do with anything. Stunned mobs wander with ridiculous speed. CoD will do nothing to prevent this.
  6. [ QUOTE ]
    I'm just going to show up at sister psyche in IP. Is there some other place?

    [/ QUOTE ]

    Nope, that works best.
  7. Sorry, but I'm taking the lazy route this post.

    From the Dark Armor Controversies section of my DM/DA guide.

    [ QUOTE ]
    Cloak of Fear vs. Oppressive Gloom


    The debate over Cloak of Fear vs. Oppressive is Dark Armor’s only legitimate one. After its numerous nerfs, Cloak of Fear became very unappealing to players. To be considered effective, it requires 6 slots (3accuracy and 3 endurance reduction). After all this slotting CoF seemingly serves the same function as Oppressive Gloom with single slot for accuracy. With no slot investment required and virtually no endurance costs Oppressive Gloom seems like an obvious choice for the majority of scrapper primaries.


    Dark Melee was always a special case. With Dark Melee, Soul Drain and Dark Consumption lessened the pit falls of Cloak of Fear to a significant degree. Touch of Fear combined with Cloak of Fear allowed for effective fearing bosses and/or Lts in addition to all minions, not possible for stuns using Oppressive Gloom. Most Dark Melee attacks include a ToHit debuff, which stack directly on top of the ToHitt debuff of Cloak of Fear. In keeping with the Soul Drain + Death Shroud combo, feared mobs generally cower in place, remaining in Death Shroud range. Mobs stunned by Oppressive Gloom generally wander in and out of Death Shroud range, deceasing Death Shroud's effectiveness. Prior to IOs, most DM/DA players still chose to go with Oppressive Gloom for the reduced endurance costs and ease of slotting.


    Invention sets have altered the debate significantly. In general, players want to get set bonuses out of every power they can. This often leads to placing more slots into powers that previously would not have received any additional slotting. This negates one Oppressive Gloom advantage, as it too now gets additional slotting. Global accuracy bonuses, Max endurance bonuses, and recovery bonuses can all be used to overcome Cloak of Fear’s pitfalls. IOs also offer the opportunity to inject a considerable amount of defense into Dark Armor. Defense and net ToHit debuffs basically stack, significantly increasing your survivability. This places the debate of Cloak of Fear vs. Oppressive Gloom into the hands of the individual preference and synergy with the primary. There is of course the increasingly popular choice of running both.

    [/ QUOTE ]

    and since it's gonna come up anyways...

    [ QUOTE ]
    Cloak of Fear vs. Death Shroud


    Due to the Issue III bug, a misconception about fear affects still lingers. It’s mostly likely true that at a some point in CoX‘s history, feared mobs would retaliate at their normal rate once they had been disturbed. This lead to the idea that each tic from Death Shroud would break the fear affect, allowing mobs to attack at will; essentially canceling out Cloak of Fear. Today, this simply is not true. It hasn’t been since sometime before Issue IV.


    Feared mobs will generally cower for the duration of the fear unless they are attacked. I say generally as this depends greatly on the AI of the individual mob. This gets more complex once the mob gets attacked. Mobs attacked while feared can retaliate but do so at a significantly reduced rate. I have never seen any conclusive evidence as to how much that rate is reduced as attack rates can vary by mob type. In addition, some mobs AI direct them to stay out of melee range and attack from a distance. These mobs do not attack when disturbed, instead run away and cower at a distance. (i.e. CoT Air Casters and Family Button Man) All of these behavioral oddities continue perpetuate the “tit for tat” misconception.


    Cloak of Fear and Death Shroud in fact work very nicely together. The decreased attack rate of feared mobs is quite significant. Cowering mobs generally stay in range of Death Shroud, maximizing the endurance management benefit of running both powers. Learning to recognize the mobs types that behave oddly when feared can reduce the affect in most scenarios.

    [/ QUOTE ]


    And since it's already come here and the thread that spawned this one, here are demo records demonstrating CoF and Deathshroud interaction.


    Demo 1
    Demo 2
  8. Thanks Voo. I'm pretty sure it's awarding 50. The Paragon Wiki site probably hasn't been updated yet.
  9. [ QUOTE ]
    Please correct me if Im wrong here...but isnt CoF very gimp now? and OG works better (or so I thought I was reading)?

    [/ QUOTE ]

    Not everyone likes CoF. I can understand why folks don't like it. Due to the high endurance usage of a Spines/DA build, most players will chose Oppressive Gloom as it costs very little endurance. All I can tell is despite CoF low base accuracy and high endurance costs, I prefer it substatially more than Oppressive Gloom.

    If you want my thoughts on the specifics of Oppressive Gloom vs Cloak of Fear, see those sections of the guide in my signature.
  10. Here, I'll post this build but keep two things in mind. 1) This build is not endurance friendly, it's largely not an issue for me. 2) I'm not a Oppressive Gloom fan so I built my Spines/DA with CoF instead.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

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

    Desmalla: Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Dark Armor
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Lunge -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(48)
    Level 1: Dark Embrace -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(3), ImpArm-ResDam/Rchg(36), ImpArm-ResDam/EndRdx/Rchg(37)
    Level 2: Spine Burst -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(3), Erad-Acc/Dmg/EndRdx/Rchg(7), Erad-%Dam(11), M'Strk-Dmg/EndRdx/Rchg(36), M'Strk-Acc/Dmg/EndRdx(50)
    Level 4: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(5), M'Strk-Dmg/Rchg(7), M'Strk-Acc/EndRdx(11), M'Strk-Dmg/EndRdx/Rchg(15), M'Strk-Acc/Dmg/EndRdx(45)
    Level 6: Swift -- Flight-I(A)
    Level 8: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), Zephyr-ResKB(40)
    Level 10: Obsidian Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(37), ImpArm-ResDam/Rchg(39), ImpArm-ResDam/EndRdx/Rchg(40)
    Level 12: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(25), Thundr-Acc/Dmg/Rchg(39)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37), Zephyr-ResKB(46)
    Level 16: Dark Regeneration -- Theft-+End%(A), Theft-Acc/EndRdx/Heal(17), Theft-Acc/EndRdx/Rchg(17), Nictus-Acc/EndRdx/Rchg(19), Numna-EndRdx/Rchg(21), Dct'dW-EndRdx/Rchg(39)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(19)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
    Level 22: Quills -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(23), M'Strk-Dmg/Rchg(23), M'Strk-Acc/EndRdx(25), M'Strk-Acc/Dmg/EndRdx(31), M'Strk-Dmg/EndRdx/Rchg(48)
    Level 24: Murky Cloud -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(40), ImpArm-ResDam/Rchg(42), ImpArm-ResDam/EndRdx/Rchg(42)
    Level 26: Ripper -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(48)
    Level 28: Cloak of Fear -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(29), Cloud-Acc/EndRdx/Rchg(29), DampS-ToHitDeb/EndRdx(42), DampS-ToHitDeb/Rchg/EndRdx(46), DampS-Rchg/EndRdx(46)
    Level 30: Cloak of Darkness -- GftotA-Def(A), GftotA-Def/EndRdx(43), GftotA-Def/EndRdx/Rchg(43), GftotA-Run+(43)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(45)
    Level 35: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36)
    Level 38: Boxing -- Empty(A)
    Level 41: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 44: Weave -- GftotA-Def/EndRdx/Rchg(A), GftotA-Def(45), GftotA-Def/EndRdx(50), GftotA-Run+(50)
    Level 47: Conserve Power -- RechRdx-I(A)
    Level 49: Combat Jumping -- Zephyr-Travel(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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  11. MaHaBone, it's generally known that there are no bad scrapper secondaries. I understand things changed dramatically after ED, but Dark Armor remains a very viable set. Consider reading this discussion.

    Maxtsorm and Santorican, you may consider adding more defense to your builds. You will notice the difference around 20% but things improve dramatically around 25%. I like to shoot for 30%
  12. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]


    Can't put them in sprint neither. Oh the joy that would have brought many many one year + vets.

    [/ QUOTE ]

    This is incorrect. Prestige Sprints will not accept IO sets, but your regular sprint will. Incidentally, so will power slide.

    [/ QUOTE ]

    Sprint will take run and jump sets but not universal travel unfortunately.

    [/ QUOTE ]

    My mistake. I was unaware of this. I logged in to test it, and sadly you are correct.
  13. [ QUOTE ]


    Can't put them in sprint neither. Oh the joy that would have brought many many one year + vets.

    [/ QUOTE ]

    This is incorrect. Prestige Sprints will not accept IO sets, but your regular sprint will. Incidentally, so will power slide.
  14. [ QUOTE ]
    [ QUOTE ]
    quick question on the zephyr set des...can I just slot those in hurdle instead...saving me a power choice?


    [/ QUOTE ]

    Nope. Hurdle and Swift do not take IO sets

    [/ QUOTE ]

    Yeah....basically follows the same rules as all the other Travel Power IOs. The stealth IOs pretty much did in Swift and Hudle for IO sets.
  15. Desmodos

    I'm curious...

    You understand you could various different answers? I mean everything ranging from a Cyborg will lasers installed in their eye sockets to mystics capable of focusing their gaze to the exetent it physically hits you.

    It all depends on YOUR character and YOUR concept.
  16. Yeah, Freaky Friday has a better ring to it, but I got plans for Friday. None the less, there will be plenty of Freaks.


    Sister Psyche Task Force
    9 PM EST/8 PM CST/7 PM MST/6 PM PST
    [u]Level 20-25 for XPEEES[u]
    Merits 40 (thought this was higher)

    Plan on two hours, though we usually finish in under 90 minutes. If you interested, even tentatively, post or PM me.

    <ul type="square">Team one.
    1) Des (on a tanker
    2) Mental Giant (something)
    3) Penny (scrapper-tentative)
    4) Medieval Power
    5) Hudsonsmith (Ice/stone tanker)
    6) Masque (something 50)
    7) Jencendiary
    8) Madmae Pistacio[/list]
    <ul type="square">Team two.
    1) El Corvo
    2) Galadiman
    3) Muon Neutrino
    4) Vanum (tanker)
    5)
    6)
    7)
    8)[/list]

    If everyone shows up that has signed up, we'll run two teams. Leaving Team two for sign up purposes but will balance teams at the start of the TFs.
  17. Ok,here's the rough draft. I'm basically using my BS/DA build to modify yours but trying to keep the same basic order of the powers you selected. If you actually chose this, you'd likely change the powers up a bit.

    The biggest hurdle of this build will be acquire 3 full sets of Blessing of the Zephyr. In addition of covering your KB protection that also give hefty AoE and Ranged Defense bonuses.

    This build features recovery of 4.08 EPS with a consumption of 1.59. This assumes you have the Atals Medallion and Portal Jockey accolades and are not running Hasten.

    Zet you were not around when this PROC was introduced by I STRONGLY recommend you acquire a Theft of the Essence: Chance for +endurance PROC. On average, this will make Dark Regeneration free. When fighting large spawns, it will frequently net more endurance than you started with you fired Dark Regeneration. It is arguably the most important endurance managing IO any Dark Armor build can get.


    Defense: A single application of Divine Avalanche will put you at 40.3 % defense to Melee and lethal. For none lethal attacks, you can rely on 29.2% ranged defense and 30.8 AoE defense. In my experience, these values dramatically improve Dark Armor's survivability.

    OK, enough babbling, here's what I put together.
    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

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

    Zetargos: Level 50 Mutation Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed

    Hero Profile:
    Level 1: Sting of the Wasp -- C'ngImp-Dmg/Rchg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg(3), C'ngImp-Dmg/EndRdx/Rchg(21), C'ngImp-Dmg/EndRdx(33), Achilles-ResDeb%(37)
    Level 1: Dark Embrace -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(5), ImpArm-ResDam/EndRdx/Rchg(5), ImpArm-ResDam/Rchg(13), S'fstPrt-ResDam/Def+(46)
    Level 2: Death Shroud -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(7), Sciroc-Dmg/Rchg(7), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(42)
    Level 4: Murky Cloud -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(9), ImpArm-ResDam/Rchg(11), ImpArm-ResDam/EndRdx/Rchg(25)
    Level 6: Build Up -- RechRdx-I(A), RechRdx-I(9)
    Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(43)
    Level 10: Obsidian Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-EndRdx/Rchg(11), ImpArm-ResDam(13), ImpArm-ResPsi(15)
    Level 12: Hurdle -- Jump(A)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(37), Zephyr-Travel/EndRdx(40)
    Level 16: Dark Regeneration -- Theft-Acc/EndRdx/Heal(A), Theft-Acc/EndRdx/Rchg(17), Theft-+End%(17), Numna-Heal/EndRdx/Rchg(19), Nictus-Acc/EndRdx/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(23)
    Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(37)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
    Level 22: Divine Avalanche -- Acc-I(A), GftotA-Run+(23), LkGmblr-Rchg+(25), LkGmblr-Def(39), LkGmblr-Def/Rchg(40), LkGmblr-Def/EndRdx(43)
    Level 24: Cloak of Darkness -- GftotA-Run+(A), LkGmblr-Rchg+(40), GftotA-Def/EndRdx/Rchg(42), GftotA-Def(45), GftotA-Def/EndRdx(45)
    Level 26: Soaring Dragon -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(27), Hectmb-Acc/Dmg/Rchg(27), Hectmb-Acc/Rchg(31), Hectmb-Dam%(33), Achilles-ResDeb%(46)
    Level 28: The Lotus Drops -- Armgdn-Dmg/EndRdx(A), Armgdn-Dam%(29), Armgdn-Dmg/Rchg(29), Armgdn-Acc/Rchg(31), Armgdn-Acc/Dmg/Rchg(31)
    Level 30: Boxing -- Empty(A)
    Level 32: Golden Dragonfly -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-%Dam(34), Sciroc-Acc/Dmg/EndRdx(36), Sciroc-Dmg/Rchg(36)
    Level 35: Oppressive Gloom -- Amaze-Acc/Rchg(A), Amaze-ToHitDeb%(36)
    Level 38: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(39)
    Level 41: Weave -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx/Rchg(42), GftotA-Run+(43), GftotA-Def(46), GftotA-Def/EndRdx(50)
    Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45)
    Level 47: Flashing Steel -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(48), Erad-Acc/Dmg/EndRdx/Rchg(48), Erad-%Dam(48)
    Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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  18. I've been looking at my BS/DA build and trying to achieve something comparable in regards to survivability for your Kat/DA build. I think you need to drop a power pool. I did mine with out any Epic pools, so things fit in more smoothly, IMHO.

    Zet, given the choice which would you give up, hasten or Body Mastery?
  19. WOW, just WOW....congrats that looks great.
  20. Sorry Zet, just got home to where I can look at this. Before I make any suggestions, are you opposed to taking Weave? I think it could add quite a bit to your build.
  21. [ QUOTE ]


    I don't believe the Gauntlet effect is enhanceable. I have a crazy amount of +acc and global accuracy and I see Gauntlet not work quite a bit.

    [/ QUOTE ]

    That is not very comforting.
  22. [ QUOTE ]

    No, it does not. It has to hit with a -20% penalty. As far as I know, even against normal critters there's a to-hit check for Gauntlet (though one that isn't penalized).

    [/ QUOTE ]

    Will additional accuracy enhancement affect this?
  23. [ QUOTE ]
    [ QUOTE ]
    Really? Because my MA/WP scrapper was stealing aggro from an Invuln Tank against AVs in the STF just last night. Mostly due to damage. Granted, the Tanker was relying on his aggro aura. But just his Taunt value alone, on the aggro aura, should have been enough to hold the aggro. It wasn't. My damage was much higher, so I ended up stealing the aggro.

    [/ QUOTE ]

    Taunt auras vs. AVs are generally a gamble, because they not only require a to-hit check, but a massively penalized to-hit check. Invincibility vs. a level 54 AV has a 19% chance to hit (39% base, -20% penalty) and a 8.1 second duration. If Invincibility was inactive at the same time (or had little duration left) where your RttC was actually hitting, then aggro could have easily switched.

    [/ QUOTE ]

    Taunt Aura or no Taunt Aura, If the tanker is attacking and taunting (the power not the affect), it should be impossible the scrapper to pull aggro. Never mind that RttC is a fairly week taunt aura, Taunt the power + taunt the affect (via guantlet) from attacks + damage out put should keep the Tankers threat level way above the scrappers? Or is Aett talking about an AV the Tanker is not attacking?

    This brings up another question. If a tanker is fighting 4 AVs (think STF), do the Guantlet taunts have a to hit check? In other words, does successfully hitting your target guarantee the gauntlet hit the other AVs (assuming they are in range)?
  24. I still don't get Masque's grip about DB/WP, it's a solid set. More solid than I originally gave it credit. It's one of my strongest scrappers.


    Would folks still be interested in a Synapse run if we moved it to:
    7:30 PM EST/6:30 PM CST/ 5:30 PM/4:30 PM PST?
  25. [ QUOTE ]
    [ QUOTE ]
    I'm sick of people comparing Willpower and Regeneration.

    They're radically different secondaries.

    Regeneration is a very active secondary, comparble to /FA and /DA (to a lesser extent)

    Willpower is a very passive set, comparable to /SR.

    [/ QUOTE ]

    While I agree with your quantification of Regen vs. WP, I've gotta say that DA seems way more active than FA..
    Figuring out which powers to toggle as well as when to hit your dark regen due to that massive end drain (if you don't have that sweet proc which I still need to pick up)..

    Fa just doesn't seem to have as much in the ways of clicks, unless you are considering the immob which can be done away with by just picking up CJ (for hte most part).

    [/ QUOTE ]

    That's rather debateable. Not everyone choses to juggle toggles so that just leaves the one heal click, same as Fiery Aura. If anything, you'll be hitting Healing Flames more often than Dark Regeneration, atleast I do.

    In terms of clickiness, I'd say FA and DA are pretty much even.