DoctorWhat

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  1. Quote:
    Originally Posted by Ruff_Tuff_n_Buff View Post
    What a strange and incorrect definition of soloing. I suppose, per your rules, Masterminds and Illusion people can't claim to have soloed anything because a pet did a lot of work.
    I had always thought that 'Solo' in this game had meant 'To achieve a victory or accomplishment through use of powers available to oneself with no aid or interference from other players.'

    Mastermind/Controller/Dominator/Dark Miasma/Patron Pool/Lore Pets are all POWERS of the player, not a contribution from another player. Using them on a GM is still soloing the GM.

    Now, JB, if you want to raise the bar and do it on a Tanker without any pets at all, feel free and post the proof. We will all marvel at the achievement.

    Until then, let the dude have a victory lap.
  2. DoctorWhat

    Kinetic melee

    One thing I hear a lot is that KM's animations are long. In reality it's animations aren't, but because of all the fancy motions it really does look and feel longer.

    I have a KM/SR Brute based on a speedster concept and she is fun to play. She's been on a back burner for awhile though.

    I am an Altohlic. **Cries**
  3. Although a BS/Regen was the first toon I ever made that was way, way, WAY, back. I had an idea over the past while for a Claws/Regen that I thought I'd post up to see what everyone thought.

    Main concern was recharge (With a Core Spirit Alpha) and while I wasn't overly concerned with getting Hasten Perma that happened anyway. Defense was the second concern, got S/L to 30%. Res is at 23% for S/L, not great but good I think. Regen is at 680% until Instant Healing is pushed.

    Assault is there for some extra oomph and Veng for whenever I'm on a team.

    Achilles' Heel is added for a little -res. I know it can be a very expensive build (3 Purple Sets) but that's for the recharge.

    Hope this at least passes muster.

    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    War Panther: Level 50 Magic Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership

    Hero Profile:
    Level 1: Strike -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx/Rchg:35(3), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(13), Mako-Acc/Dmg:50(40)
    Level 1: Fast Healing -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(7), Numna-Heal/Rchg:50(15)
    Level 2: Slash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(40), Mako-Acc/Dmg:50(42), Achilles-ResDeb%:20(42)
    Level 4: Reconstruction -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(9), Dct'dW-Heal/EndRdx:50(21), Dct'dW-Heal/Rchg:50(42), Dct'dW-Heal/EndRdx/Rchg:50(43)
    Level 6: Spin -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Dmg:50(7), Oblit-Acc/Rchg:50(25), Oblit-Dmg/Rchg:50(43), Oblit-Acc/Dmg/Rchg:50(45), Oblit-%Dam:50(46)
    Level 8: Quick Recovery -- P'Shift-End%:50(A), P'Shift-EndMod:50(9), P'Shift-EndMod/Acc:50(25), P'Shift-EndMod/Rchg:50(29)
    Level 10: Follow Up -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(11), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(45), Mako-Acc/Dmg:50(45)
    Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 14: Dull Pain -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(15), Dct'dW-Heal/EndRdx:50(23), Dct'dW-Heal/Rchg:50(23), Dct'dW-Heal/EndRdx/Rchg:50(43)
    Level 16: Integration -- Dct'dW-EndRdx/Rchg:50(A), Dct'dW-Heal/Rchg:50(17), Dct'dW-Heal/EndRdx/Rchg:50(17), Dct'dW-Heal/EndRdx:50(19), Dct'dW-Heal:50(40)
    Level 18: Focus -- Apoc-Dmg/EndRdx:50(A), Apoc-Acc/Rchg:50(21), Apoc-Dmg:50(46), Apoc-Dmg/Rchg:50(48), Apoc-Acc/Dmg/Rchg:50(50)
    Level 20: Resilience -- S'fstPrt-ResDam/Def+:30(A)
    Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
    Level 24: Boxing -- Empty(A)
    Level 26: Eviscerate -- Armgdn-Dmg/EndRdx:50(A), Armgdn-Dmg:50(27), Armgdn-Dmg/Rchg:50(27), Armgdn-Acc/Dmg/Rchg:50(37), Armgdn-Acc/Rchg:50(37)
    Level 28: Instant Healing -- Dct'dW-Rchg:50(A), Dct'dW-Heal/Rchg:50(29), Dct'dW-Heal/EndRdx/Rchg:50(31), Dct'dW-Heal:50(33), Dct'dW-EndRdx/Rchg:50(34)
    Level 30: Tough -- RctvArm-ResDam:40(A), RctvArm-EndRdx:40(31), RctvArm-ResDam/EndRdx:40(31), RctvArm-ResDam/EndRdx/Rchg:40(33)
    Level 32: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(34), LkGmblr-Def/EndRdx/Rchg:50(34)
    Level 35: Shockwave -- Ragnrk-Dmg/EndRdx:50(A), Ragnrk-Dmg:50(36), Ragnrk-Dmg/Rchg:50(36), Ragnrk-Acc/Dmg/Rchg:50(36), Ragnrk-Acc/Rchg:50(37)
    Level 38: Moment of Glory -- RctvArm-ResDam/Rchg:40(A), RctvArm-EndRdx/Rchg:40(39), RctvArm-ResDam/EndRdx:40(39), RctvArm-ResDam/EndRdx/Rchg:40(39), LkGmblr-Rchg+:50(50)
    Level 41: Assault -- RechRdx-I:50(A)
    Level 44: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(46), LkGmblr-Def/EndRdx:50(48), LkGmblr-Def/EndRdx/Rchg:50(48)
    Level 47: Revive -- RechRdx-I:50(A)
    Level 49: Vengeance -- LkGmblr-Rchg+:50(A)
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    Level 50: Spiritual Radial Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:30(A), RgnTis-Regen+:30(3), Numna-Regen/Rcvry+:50(19)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A)
    Level 4: Ninja Run



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  4. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Sounds more like BlazBlue. (unfortunately there's no proper way to demonstrate just how fast this is said with standard punctuation)

    HEAVEN OR HELL.
    DUEL ONE.
    LET'S ROCK.
    Never played BlazBlue but I hear it's A) Good and B) Hard to master.
  5. Quote:
    Originally Posted by MrLiberty View Post
    That is it, time has come. I challenge your fire corrupter to a dool. HD and TS on, no travel powers. NO RUNNING.
    Sounds like Super Smash Bros.

    NO ITEMS. FOX ONLY. FINAL DESTINATION.
  6. So far I still don't have a level 50 scrap. 40+ one, but not 50. I have two 50 Tanks and an MM I may have deleted (Mercs/PD Wasn't that much fun)
  7. While I will say using the Lore pets cheapens the achievement it doesn't change it. He Soloed the GM. End of story. All she wrote.

    If the devs gives you a power then they do so with the expectation they'll be used, better or worse. Does it mean ATs will be able to do more than before with Inc powers? Damn right.

    Good job on the solo!
  8. Quote:
    Originally Posted by Breog View Post
    PS - Avoid Purple sets... #1 mistake I see so many people do when planning out a Biuld for thier toon. Purples % wise arn't that much better then other sets, but cost 100 times more then the cheaper set. Purple sets really are only for squeezeing every last ounce out of a biuld when you have the cash to do it.

    I always plan my biulds in 3 phase sets. Phase 1... the working biuld. Phase 2... after I have a working biuld thats solid, I see were I can refine it some more after playing around with Phase 1 for a bit. Phase 3 is were the Purples sets replace certain sets.... to date 99% of my toons never reach phase 3. Because of Cost vs effectiveness.
    I kinda do it the opposite, I include Purples in my builds in order to create the ideal build. I DO however recommend making sure that you have all the defense possible in your build and any other bonuses you need before grabbing purples.
  9. Quote:
    Originally Posted by Werner View Post
    27.90%

    However, I suspect the vast majority of those attacks are melee attacks. Not much consolation when someone hurls a boulder at your head, but at least it should be rare.
    Point taken, but still I am a player who prefers all possible defense softcapped. Except Psi, but it's a pain in the donkey...

    Even then I prefer to a) focus on S/L first and b) not rely on DA or Parry to land to get defense. Not becuase it's not viable, it is, I just prefer to go in and not worry about clicking X to maintain Y. I just want it to work all the time.

    Funny that I still like SD and SR despite this...
  10. Another pro to consider for DA/DM, though, is the fact DM's attack inflict To Hit Debuffs. Stacked with To Hit Debuffs from DA you, effectively, increase your defense against attacks.
  11. Quote:
    Originally Posted by Auroxis View Post
    Only if the punches and hammers are thrown at you.
    On a WP your melee will still be much lower than S/L. It depends on if smashing or melee is higher while DA is up.

    That said there are still people ripping up chunks of the ground and hurling them.
  12. Quote:
    Originally Posted by Cyber_naut View Post
    Consider a kat/wp, it's not very tough to softcap en/neg and fire/cold, and da softcaps melee/sl, then on top of that you have crazy reg, crazy rec and a crashless tier nine, and no psi hole. With the new defense busting stuff in game, you want as many layers to your defense as possible, imo.
    Actually DA only affects Melee and lethal, but not smashing.

    So you'll deflect bullets coming at you, but not punches and hammers.
  13. Usually in Mids I can only softcap Inv Brutes and Scrappers to S/L with one in range and not everything else. Not sure why.

    I can pull it off with Tankers easy enough through. Well I have one fully decked out Inv/SS that's softcapped and one Inv/Fire/Fire that's a PvP IO from being softcapped.

    My best advise, though, is worry about S/L def first, E/N second and F/C if you can. Assuming you don't gimp your build doing this.
  14. Quote:
    Originally Posted by Fractious View Post
    Just wanted to reiterate something previously said regarding tip missions and the market. Do your 10 tips/1 morality mission, pick up either the Luck of the Gambler +7.5 Global Recharge, Miracle +Recovery or Numina +regen/recovery recipes and get them at the lowest level possible (think its 25 for most, use the slider at the top of the A-Merit trade guy menu). AE ticket the rare salvage (or buy it if you must), build the enhancement, put it up for sale on the market. Those 10 million recipes you were seeing become very easy to purchase after 8 days of doing tips. Reason being, you can get 100 - 150 million with each tip purchased IO. 4 recipes in 8 days will give you 400 - 600 million to play with. I did my toons like this, except I played for a few weeks and did tips on 3 different characters a day. Those crazy (in my eyes) 1 billion influence builds turned into a reality on my favorite characters (now I have 4 or 5 toons with fully tricked out builds, minus the purples and pvp IOs). I am still very proud of my toons and their builds, even though I am now able to just purchase the full IO build in one go.

    Fractious
    Actually you might want the Luck of the Gambler +7.5 Global Recharge to BE at level 50 because it also add to a powers defense. About the same amount of defense as the Defense/Endurance IOs.

    For the record.
  15. Quote:
    Originally Posted by Syntax42 View Post
    I suggest taking Super Speed for the stealth bonus. Hasten is a must-have for most builds, anyways. With a stealth IO in Sprint, you can be effectively invisible to all critters that don't have perception buffs while running Super Speed and Sprint. For vertical travel, Raptor Packs are available at vendors for 10,000 INF.
    I disagree about Hasten.

    It is a very useful and powerful ability, I will give that to you, but I wouldn't label it a 'Must-Have'. I would call it a 'Should-Get' power. The power that you Should Get if you can spare the power slot. One slotted with a recharge it is a very useful and powerful tool.

    Of course if you take Super Speed and don't have a 60 month badge, you have no reason NOT to take it.
  16. I have a KM/SR Brute that's fun to play, and a SS/WP on the back burner.
  17. This is a new Scrapper I've been working on. I like her look and concept (I based her off an X-Man character called Surge) and I like the Mids build I have for her. S/L is about 4.5% away from softcap, which should get the job done and if it doesn't I can always pop a purple. Super Speed is the travel power of choice, again, concept. The PvP and IO sets will take time and investment to get, but I always see these form of builds as the ideal to work towards. I coupled Kinetic Combat with a Mako's Bite Acc/End/Rech to make up for KC's short comings. Energize won't be perma, but it'll be up reasonably fast and with Hasten it's about 4 seconds from perma. I have heard some people like to skip Grounded, but it's in for the extra NE resistance, just in case.

    For Incarnates it'll be Cardiac Alpha (The EndRed is a bonus, I want the extra Resistance. Between Energize and Power Sink I doubt end was an issue) Ion Core Judgment and either Rebirth Radial or Barrier Destiny. Not sure about Lore or Interface though. Maybe a Radial Lore and Reactive Interface?

    Anyhow, here it is.

    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Rising Surge: Level 50 Mutation Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Electric Armor
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(15), KntkC'bat-Dmg/EndRdx/Rchg:35(34), Mako-Acc/EndRdx/Rchg:50(37)
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx/Rchg:40(A), RctvArm-EndRdx:40(5), RctvArm-ResDam:40(13), RctvArm-ResDam/EndRdx:40(17)
    Level 2: Havoc Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(37), Mako-Acc/EndRdx/Rchg:50(37)
    Level 4: Conductive Shield -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(5), RctvArm-ResDam/EndRdx:40(19), RctvArm-ResDam/EndRdx/Rchg:40(21)
    Level 6: Jacobs Ladder -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Dmg:50(7), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(40), Oblit-Acc/Dmg/Rchg:50(40), Oblit-%Dam:50(46)
    Level 8: Thunder Strike -- Oblit-Dmg/Rchg:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(9), Oblit-Dmg:50(11), Oblit-Acc/Dmg/Rchg:50(15), Oblit-%Dam:50(39), Oblit-Acc/Rchg:50(40)
    Level 10: Static Shield -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(11), RctvArm-ResDam/EndRdx:40(13), RctvArm-ResDam/EndRdx/Rchg:40(17)
    Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 14: Hasten -- RechRdx-I:50(A)
    Level 16: Grounded -- S'fstPrt-ResDam/Def+:30(A)
    Level 18: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43), Mako-Acc/EndRdx/Rchg:50(43)
    Level 20: Super Speed -- Zephyr-ResKB:50(A)
    Level 22: Energize -- Dct'dW-Rchg:50(A), Dct'dW-Heal/Rchg:50(23), Dct'dW-Heal/EndRdx:50(23), Dct'dW-EndRdx/Rchg:50(27), Dct'dW-Heal/EndRdx/Rchg:50(33)
    Level 24: Lightning Field -- M'Strk-Dmg/EndRdx/Rchg:50(A), M'Strk-Acc/Dmg/EndRdx:50(25), M'Strk-Acc/Dmg:50(25), M'Strk-Dmg/EndRdx:50(27), M'Strk-Dmg/Rchg:50(29), M'Strk-Acc/EndRdx:50(29)
    Level 26: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(36), KntkC'bat-Dmg/Rchg:35(36), KntkC'bat-Dmg/EndRdx/Rchg:35(46)
    Level 28: Lightning Reflexes -- Run-I:50(A)
    Level 30: Tough -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(31), RctvArm-ResDam/EndRdx:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31)
    Level 32: Lightning Rod -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(33), Oblit-Dmg:50(33), Oblit-Acc/Rchg:50(34), Oblit-Dmg/Rchg:50(34), Oblit-Acc/Dmg/Rchg:50(50)
    Level 35: Power Sink -- Efficacy-EndMod/Rchg:50(A)
    Level 38: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(39), LkGmblr-Def/EndRdx:50(39), LkGmblr-Def/EndRdx/Rchg:50(42)
    Level 41: Mu Bolts -- Apoc-Dmg/EndRdx:50(A), Apoc-Dmg:50(42), Apoc-Dmg/Rchg:50(42), Apoc-Acc/Dmg/Rchg:50(45), Apoc-Acc/Rchg:50(48)
    Level 44: Ball Lightning -- Ragnrk-Dmg/EndRdx:50(A), Ragnrk-Dmg:50(45), Ragnrk-Dmg/Rchg:50(45), Ragnrk-Acc/Dmg/Rchg:50(46), Ragnrk-Acc/Rchg:50(50)
    Level 47: Electric Shackles -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-Acc/Hold:30(48), BasGaze-Acc/Rchg:30(48), BasGaze-EndRdx/Rchg/Hold:30(50)
    Level 49: Power Surge -- GA-3defTpProc:50(A)
    Level 50: Cardiac Core Paragon
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(3)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(3)
    Level 4: Ninja Run



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    |-------------------------------------------------------------------|
  18. Quote:
    Originally Posted by bAss_ackwards View Post
    I think Scrappers are one the most solid ATs and have been for a while, if not the most solid AT out there.
    I would, personally, advise any player new to CoH to start as a Scrapper. I think it is, over all other ATs, the one that's the easiest to just pick up and play. Sure, other ATs have their pros and cons, but the Scrapper is the easiest AT, I find, to play.

    Still takes time, experience and understanding to master them, like any AT, but still...
  19. Quote:
    Originally Posted by bAss_ackwards View Post
    I can help you out with the Elec/Elec build! I came up with something that I am very satisfied with. The kind of Regeneration and Endurance Reduction the build gets because of perma-Energize is incredible! Top it off with Rebirth and you'd get an insane amount of HP/sec (682% Regen!) or go with the Barrier Destiny for more Defense/Resist!
    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Thundaja: Level 50 Natural Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Electric Armor
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
    Thanks for the build.

    Not my style, to be honest, but I took the basic idea and boosted up to 40.5%.
  20. My own first toon was a BS/Regen. Can't remember the issue, pre-i6 anyway.

    Oddly since I quit then returned I've been playing Tankers more than Scrappers. Still right now I have a high level (41) BS/SD Scrapper on a side burner and new Elec/Elec that seems promising. Although in mids I can only get her S/L Def to 35%... Not sure if that's common for scraps or not with a non-def based toon. Maybe I'll post the build for review sometime.

    Anyhow, all said if I main Tankers then Scrapper's what I use when I feel different.
  21. Quote:
    Originally Posted by Ironblade View Post
    So he would need to pick elemental based powers, and then use a costume with the Heart pattern from the Valentine's Day event.
    You could use the Rebirth Destiny as the 'Heart' instead.
  22. DoctorWhat

    FM/INV Tweaks?

    Quote:
    Originally Posted by bAss_ackwards View Post
    I've always taken Unstoppable to place a IO in it. The power is worthless to me. With the kind of build I have on my DM/Inv/Blaze, I've never been in a situation where I can say that the crash afterward is worth it for what I'm currently facing.

    I really would not have that Regenerative Tissue in there. I highly recommend the Rebirth Radial Destiny power for this build and whatever that IO is able to give you is laughable compared to the Regeneration you'll have permanently with said Destiny power. Instead, use that slot to put a 3% Resist to all on Weave. That will help you out better than adding a drop of water into a bucket already full. You'll be at over 30% on F/C Resist, approaching there with E/N, and hardcapped for S/L.
    I recommend taking Unstoppable because, now and again, it will be useful. I will also say, however, that it is skippable. If you need the slot for something else, dump it.
  23. From what I've seen Granite is either the 'Oh Snap My Butt is Getting Whooped' power if your getting beaten OR the 'I'm Facing Tower Buffed Recluse/Nictus Rommy/4 Archvillians/Big Bad Mean Thing And I Need to Survive So I Can Hold Aggro' power. It's used when it needed, but if it's not you just leave it off.
  24. Well I have two Inv Tanks, one at 50 (SS) and one at 42 (Fire) that I plan to have Reactive on. The Inv/SS will get core and the Fire will get Radial.

    Then I can have both.
  25. I'm siding with mauk2 on this one. On a blaster, defender or other ranged AT knockback is awesome. On a melee toon, not so much. I was teaming not to long ago with a player's MA/ Scrapper who used Crane Kick. ALOT. On the guy my Tank was smashing. Needless to say it was annoying, particularly since this was an Inv/Fire toon with two AoEs I loved hitting everyone with.

    Nuts.