Doomguide

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  1. Quote:
    Originally Posted by Fritzdog View Post
    Really nice build, pricey to be sure but I can't argue with the results.

    There are a couple places where you specifically slotted for Acc, I was told that more than 200% acc was ignored, is that wrong?

    Regardless, that's a very well thought out build. How do you like the damage output of the spider? Or is more for the stacking holds/immobs?
    Are you thinking of the To Hit hard cap which is around 200% (+200.35% as I recall)?
    Far as I know there is no upper limit on Accuracy. In any case the entire equation as well as the Defense/To Hit portion are 'clamped' or bound between 5% and 95%.

    http://paragonwiki.com/wiki/Attack_Mechanics

    Edit: PS be sure you disable/remove etc. the GSFC proc in Tactics before looking at any builds Accuracy in Mids. Mids will assume the proc has fired if the power with it is active in Mids and give you highly inflated Accuracy. (Unless of course you want to include the results with the proc firing).
  2. Quote:
    Originally Posted by random_person View Post
    anyone know the proc amount you recover on endur with this recipe?

    how did u figure out the hp amount you get healed?
    It's 7.5% of your max endurance so it will vary with your maximum endurance. On a copy of my scrapper on the Beta server this was about 8.3 end/tic as her max endurance is 111.8
  3. Good point, nothing that I know of yet. And he has enough accuracy to hit +3's in the build as is.
  4. Quote:
    Originally Posted by Werner View Post
    You know, I'm just going to apologize for ragging on you, Murdok. I shouldn't be doing it in the first place, particularly after you said, "I'm not hating on soft-cap builds" and "math guys don't freak out."

    But also, I started thinking about what sort of build you'd need to have to pull off the level of recharge you're talking about. Throw out the standard way of doing Super Reflexes, and just do what it takes. I didn't do it in Mids', but I can see it in my mind. And you know what? Looks like fun. Not strictly better than a soft cap build, and I'd probably argue slightly worse due to the crash and time out of Elude (both of which you mentioned). BUT I'm a big fan of being different where different is at least viable, which your build is, and I'm also a big fan of the extreme, which your build is. I'm sure the mood will pass, but at the moment, I want one, just to play with, just to see.

    So I'm sending a PM for your "perma Elude" build. I'm curious to see if it looks like I think it looks based on your comments, and then curious to see what else you've done to push the strengths and make up for the weaknesses.
    Guess I'm not saying something quite right as THIS is more or less what I was trying to get at all other things aside what about the Elude build is he finding fun, more fun than his other build.
  5. Very nice.

    Not sure I'd call them improvements, more a difference of priorities. The build has a ton of recharge and with it resulting damage output. What it is yielding is survivability in that exchange.

    Those 'weak' spots in survivability are Max Health with the correspondingly lower passive regen. Accuracy/Final to hit vs +4's is also a bit soft, reliant on Follow Up hitting to boost things to the 95+% range.

    I've had my claws/SR die vs Kahn on a Master attempt with Khan under 5000 health. How? Got two shotted (stunned by that ugly massive aoe, then picked off with a second shot with most of my defenses surpressed do to the mez). While it was a once in a blue moon thing the above build shares the same vulnerability. He did around 1800 damage with those 2 shots. It can't happen on her current build because Kahn would have to attack and hit her a 3rd time before I could recover to pop greens, hit Aid Self or receive a teammates help, as she now has 1953 Health vs the earlier builds 1750'ish. Flip side is I suspect your Pylon Times would be miles better, she can do it readily enough but her dps is, I'm guessing, nowhere near what this build can do

    Find a way to slip a Kismet +6% into the build. It would move Follow Up from just shy of 80% vs +4's to 92% vs +4's. Similarly improves the accuracy on Focus and Eviscerate as well making them less reliant on Follow Up hitting so the hopefully rare miss by Follow Up doesn't lead to several more misses. Not sure there is a whole lot you can do about the Max Health, it's a trade off more than anything of recharge/dps vs survival.

    PS: Love the enhancement slotting in Spin.
  6. Does Rom use Soul Drain, not sure I recall for a certainty (and the To Hit buff from that could certainly explain a difference between his soft cap and Elude builds)?

    Outside of that there should be no difference in survival between the two builds owing to defense anyway. It would have to come down to something besides defense like Max Health passive Regen or choice of APP/PPP --> Hibernate (or even just a better match to play style perhaps) as having 94% vs 47% across the positions is essentially identical in terms of survival vs Cimerorans, that is what all the math stuff is driving at.

    Which leads me back to why I asked what I asked. Since from a defense related stand point your survival is just as strong with the soft cap build as the one running Elude (Heh basically BOTH builds are 'soft capped' so to speak, the Elude build just does it via, well Elude) then what is it about the Elude build that you enjoy more? Sounds like you enjoy the immense recharge the near perma Elude build requires and has, which results in some serious damage output compared to your soft cap build. More smashy smash basically.

    Edit: It's Hami and his Mito's on the Lady Grey that are my Claws/SR's special nemesis ... nasty buggers About the only TF/mission/other that can readily drop her if I fail to pay attention to my health and incoming damage/dot too long.
  7. Quote:
    Originally Posted by Carnifax_NA View Post
    Did you try moving forward yourself and acting as a spotter for it? It's been a while but this seemed to be how it worked for me, if I moved forward a bit it could see what I could and shoot at them.
    Hmmm, makes me vaguely recall something I saw in a guide (I think by The Mighty Storm) that the "range" was actually some weird triangulation of the total between you, the cloud and your (its) target, but it's been soooo long that I could be dreaming and or its changed multiple times since.

    Edit: Skimmed back thru TMS' guide didn't see what I'm thinking I recall ... *sigh* no idea if I'm delusional or not
  8. Quote:
    Originally Posted by Murdok View Post
    I've got a spines/SR with dual builds. One is a soft-cap build with numbers slightly over 45% on the 3 positions and the other a "Perma-Elude" build with 226.25% recharge (which includes perma-hasten but does not include my +33% spiritual incarnate, nor Geas of the Kind Ones). With Geas, Elude is only down for a for a few seconds after the crash finishes. Without it, its like 12-15 seconds or so after the end of the crash (I have yet to die due to a crash since respecing in i19).

    From my perspective, the perma-elude build is drastically much more fun to play and is able to do things the soft-cap build cannot do, such as function as the primary tank for a TF (I have 2 taunts because they can get +15% recharge bonuses together). When not tanking, I have freedom to jump into as many mobs as I want spamming ripper and throw spines back and forth, with an occasional water spout (this is due to the extra +recharge I have which also drastically boosts my DPS, as I have build-up recharging much more often that my soft-cap build can do).

    So what's the drawback? My build is incredibly expensive and elude crashes DO get annoying because I have to do quite a bit to protect myself (pop a blue & hibernate or Demonic Aura) and re-toggling 4 powers gets old. Also, every other toon you play after running a "perma-elude" build with insane +recharge just seems well...deflated.

    I'm not hating on soft-cap builds--they're great. But if you have the money to spend and you can stomach having to retoggle every 3 minutes, a "perma-eluder" may be the way to go for some of you.

    Just my two cents worth, math guys don't freak out.

    Also, if anyone wants my builds, just PM me.
    The real question here is what about running Elude is more fun. Is it the significantly improved +recovery, or +jump and +run speed over your soft capped build, for instance, or even the "rush" of knowing in 3 minutes I'm facing that crash (and may or may not have cleaned up most of the spawn), as it isn't the defense ... that's the whole point of all that number crunching 'soft cap' posting above.
  9. ?

    There are no Accurate To Hit buff IO sets ... at all, anywhere.

    There are only Accurate Healing, Accurate To Hit Debuff and Accurate Defense Debuff.

    (And Endmod sets have always had accuracy enhancement mixed into the sets as well).

    Unless I'm waaay too sleepy to be posting

    PS: And if such sets existed they would presumably have no damage component and therefore typically NOT be the best choice for slotting in such powers. Things like Follow Up and Blinding Feint want Melee sets used for the damage *enhancement (along with accuracy) to minimize their effect on dps if I'm not mistaken.
  10. Don't know about THE ideal team but it was extremely powerful ... potent enough to zerg the 4 patrons in a Master STF run and hardly blink.

    3 Emps (2 emp/rads, 1 emp/sonic)
    1 Mind/emp
    1 sonic/sonic
    1 cold/arch
    1 ff/arch
    1 fire/kin
    >>> equals 2000%+ regen, enough end for anything you might want, capped defense (all), massive to hit, capped damage, sleeps, cages, capped resists, massive resist debuffs, regen debuffs etc. etc..

    Still, as I recall, it took 7 Fire/Rads about 3 minutes and 16 seconds to chew up the 4 STF patrons in the Time Force II competition. (The usual 8th Fire/Rad was replaced by a Time Force II observer/judge)

    Edit: Just to point out that while I didn't specifically mention it the 8 AT's/power sets of the Master STF team would be very potent while leveling not just at the end game. Team would be crazy good by the low teens and just get nastier rather steadily till by level 32+ almost boringly mowing anything down that got in the way .
  11. Quote:
    Originally Posted by Von Krieger View Post
    Cheapening up the build does essentially nothing but take away from an end goal for the duo. :P
    What is the end goal for the duo? I love my sets as much as the next Mids fan but Pyro is right ... with perma Soul Drain, perma Ice Storm(s) and a Blizzard every 45 seconds or so even without sets (at least at level 50 and with the Incarnate boost) what is the duo gaining for the expense of set IO's?

    That said I would look to add a slot to AB for an Endmod and probably try for one slot in each single target blast for a damage proc.

    I'd also drop Bitter Freeze Ray and go for the much faster animating and recharging Freeze Ray.
  12. Quote:
    Originally Posted by Pyro_Master_NA View Post
    You really don't need all those IO sets on this build. AB, hasten, and defenses make up for just about any set bonuses you would want anyway, right? And personally, I would drop the auras once you get AB, as they are just another interruption if you are strictly duo'ing. If you team a lot with more than just the 2 of you then the auras will be perma and much appreciated though.

    I waaaaaaaaaaaaaaaaaaaaaaaaaaaaay cheapened up the build, and you still have everything perma that needs to be perma (hasten, AB, auras alternating) and capped defense and capped acc on +4s. The only set bonuses you would want are a few small recharges to push hasten into perma recharge levels, and it just takes 2 cheap sets. And a KB IO will cover mezz protection completely.

    http://www.cohplanner.com/mids/downl...90F20FE7C6D881
    Okay I give up ...
    Hasten +70%
    Doctored Wounds +10%
    Total Recharge in Build per Mids 180%

    Where's the other 100% coming from? At far as I can see in my download copy nothing in Accolades or Incarnate or anything else is active?

    PS I follow that it will be or could be from the duo partner's AB but how is that showing up in Mids?

    PS2: Heh, Kick is toggled on, the recharge from the FF proc in there is throwing things "off".
  13. While I agree the game has changed enormously ... it's also in many ways not all that different. While I do have a main who's replacement cost would run billions most of my high levels still run on a somewhat random mix of IO's and SO's and there are folks around here who have yet to seriously "IO" out any character or indeed barely moved beyond SO's.

    Teams are still a far far more potent "enhancement" than any combination of IO's.

    No reason one couldn't do both. Don't respec now, play the old favorite while learning the ropes. Try a new scrapper to help learn those ropes.

    And welcome back.
  14. A solid build overall.

    I see two major areas for improvement.

    First I would look to increase Max Health (and with it passive regeneration).

    Second increase your Accuracy vs +4's when Focused Accuracy is not actively toggled on. Alternatively and harder to do is increase recovery to be able to run FA 24-7. My own choice would be to eliminate the need for the FA buff and therefore be able to eliminate FA and free up the slots used there. Nerve I think is still your best choice for this reason. The defense boost eliminates the need for 6 slotted GSFC +def and helps with +accuracy which combined with Kismet +6% goes a long way towards hitting a level 54 reliably (such as found in Apex and Tin Mage, both of which are upcoming strike targets in the next few weeks) The drawback, of course, is running exemplar. But that is for another build to handle.

    So here's what I might do to reach these goals with minimal other changes.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Meyami Kitsuna Everfree Fire (v1.00.i19 Nerve): Level 50 Magic Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Strike -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(13), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15)
    Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(5), Ksmt-ToHit+(11)
    Level 2: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(7)
    Level 4: Slash -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Acc/Dmg/Rchg(19), C'ngImp-Dmg/Rchg(21), C'ngImp-Dmg/EndRdx(21), Achilles-ResDeb%(27)
    Level 6: Spin -- Erad-Dmg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40)
    Level 8: Follow Up -- T'Death-Dmg/Rchg(A), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34)
    Level 10: Practiced Brawler -- EndRdx-I(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
    Level 14: Boxing -- Empty(A)
    Level 16: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(17), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/EndRdx/Rchg(40)
    Level 18: Focus -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(34), Dev'n-Hold%(34), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
    Level 20: Quickness -- Run-I(A)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(25)
    Level 24: Agile -- S'dpty-Def(A), S'dpty-Def/EndRdx(25), S'dpty-Def/Rchg(27)
    Level 26: Eviscerate -- Erad-Dmg(A), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(42), Erad-Acc/Dmg/EndRdx/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43)
    Level 28: Dodge -- S'dpty-Def(A), S'dpty-Def/EndRdx(29), S'dpty-Def/Rchg(29)
    Level 30: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(31), S'dpty-Def/Rchg(31)
    Level 32: Shockwave -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(43), Posi-Dam%(43), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45), FrcFbk-Rechg%(45)
    Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
    Level 38: Aid Other -- Heal-I(A)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-End%(A)
    Level 47: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(50), Numna-Heal/EndRdx/Rchg(50)
    Level 49: Elude -- Winter-ResSlow(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Nerve Radial Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(46), Numna-Heal/EndRdx(46), Mrcl-Rcvry+(48), Mrcl-Heal(48), Mrcl-Heal/EndRdx(48)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(9), EndMod-I(9), P'Shift-EndMod/Acc(46)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1472;726;1452;HEX;|
    |78DA65545D531251183E0B8B266A42F8ADC8FA1582B2C2D44D57CD94386389A1681|
    |74DE6AC709435026641D3BB6EFA035DD45D33D58CD30FE8EBB69FD394D51F487AF7|
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    |-------------------------------------------------------------------|
  15. Heh,

    Noob/KnowItAll

    Worst ever!
  16. Doomguide

    KM/SR Build Help

    Things I'd look to improve would be:

    Improving my "last hit chance". Outside of running Focused Accuracy 24-7 the builds last hit chance is going to be, to my mind, significantly shy of 95% particularly when the To Hit buff from Power Siphon isn't available. Running Focused Accuracy means first obviously it has to be available ... while ex'd below 42nd that won't be the case. Second it's a massive stress on ones end bar. As is this build would have significant end problems without teammate support or plenty of blues available in any thing resembling a longer fight, particularly as the relative level and rank of the foes increases while trying to run FA.

    Which leads to the next thing I'd work on, Endurance management.

    If I take FA I'd want it to be as situational (as in primarily a Mule for the GSFC set) as possible to avoid stressing my endurance. All the above means increasing global Accuracy and To Hit. Quickest way in this build to do that is find a way to add a 4th slot with LotG slotted to FF, FS, and Evasion (+27% to Acc) and then add a Kismet +6% somewhere (+6% To Hit). Merits and Hero Merits should mean that finding a way to get the slots for this is the hardest part.

    So where to get those 4 slots? 1 is freed up in Focused Burst (Ruin has 85%+ damage at 5 slots), Conserve Power could lose 2 >>> we are aiming to make this power situational as well. Elude is utterly optional (it's reduced to primarily a +Run Spd tool once you are soft capped) and at minimum you can get another slot here. Personally I'd either drop Elude altogether or at least put some nice IO in it that doesn't require Elude to be active to function.

    As an aside, for exemplar work, 4 slotting those LotG sets with level 25's vs level 50's sacrifices about +1% to their defense values and makes the set bonuses available as low as level 22 rather than 47. How important this is obviously depends a great deal on how often and how low you tend to exemp.

    If I could fit in Tough I would. Tough even if only a mule allows you to place a Steadfast resist/+3% defense to your build. For me this is as much about how and where I get the bonuses to soft cap as anything. Adding +3% (all) means I can slot up to 3 attacks without needing to 6 slot for the +defense found there (such as in Mako's or Touch of Death). In turn this means I can use those powers to add different set bonuses to the build. Typically, for me on my SRs this means +max health while boosting the enhancement values within the power. Or in this build it's one slot doing the same thing as FA as a mule with 6 slots does as far as +defense. That's 5 slots I can use elsewhere potentially (like perhaps some in Tough so I can actually use and run it).

    6 slot Health before 6 slotting Physical Perfection. The Heal uniques require the power to be active. In Physical Perfection they'll only be boosting +recovery and +regen at level 39+ (assuming one is exemplar). In Health they will always be effecting your build barring certain Ouroboros settings for badge work.

    Enough rambling for now. Hope that helps with ideas some.
  17. Doomguide

    KM/SR Build Help

    Guess I'll throw a couple questions back. What budget or other constraints are there? What do you expect to be able to do with the build ... task force running at +0 with a team, solo work and if so at what sort of settings(+0/x1 vs +4/x8)? AVs, Pylons, and other silly scrapper tricks? Strong while exemplared and if so to what level? All of these things?
  18. My personal choice would in fact be 2 Emp/Sonics. That said I think any 2 Emps are so potent compared to whatever they are going up against its a bit like comparing how fast a category 4 vs a category 5 hurricane will demolish the trailer park.
  19. One of the things I find ever so amusing about this whole ... um ... debate is it's phrased as if having good support and healing capabilities are somehow mutually exclusive with the role of a blasting offender.*

    My latest Empathy/Sonic/Elec build (on Rianna) has HA, HO, and AP (a first for me for AP) along with Fort, CM, AB, Assault, Tactics, Maneuvers, and Vengeance effectively slotted. The HA with Spritual is something in the neighborhood of 307 hp, the HO over 600. I can and do run an attack chain with fully slotted screech. shriek, scream, EF buffed by Aim and Assault. In the various Weekly target TFs I think I hit my Dreadful Wail roughly once every 3rd spawn or so (about once every 90 seconds or so) and usually the first thing I try to do to every spawn is lay into them with Howl and its 60+ ft cone. She also has 65ft stealth with Recall Friend. And while only my teammates can say just how delusional I may be, I think I'm reasonably safe to say that those little green icons along side their names are usually abundant enough to be consider "supportive" despite my tendency to lay into whatever spawn looms into view.

    Guess I think they aren't nor should they be. The only limit on one vs the other is the Player at the keyboard.

    Reyna Morningdew (Lvl 50 Emp/Rad/Dark/Spiritual)
    Rianna Sidhe (Lvl 50 Emp/Sonic/Elec/Spiritual), both of Green Machine

    Dark Lightning (Lvl 50 Emp/Dark/Dark/*)
    Tryth (Lvl 50 Emp/Sonic/Elec/Spiritual)
    and several more in the 35+ range

    *Nevermind most defender blasts are also "support" by virtue of their secondary effects.
  20. Doomguide

    PVP IO Question

    Technically it's 7.5% of your total endurance ... so for example I get 8.38 end back per tic or so (as my Max End is 111.8)

    PS: This was on test and I got the thing for nearly free off the markets. And I'm really glad I did as it pretty much means I'll sink my merits in a whole lot of other places before using it to obtain this one on live.
  21. Quote:
    Originally Posted by Blunt_Trauma View Post
    Yeah the Rikti bosses, but I thought it was 4.
    It is ... full spawn of level 54 Rikti including a minimum of 3 bosses while keeping the aggro of the entire spawn and defeat them without dying and without use of inspires and temporary powers.
  22. Quote:
    Originally Posted by _Pine_ View Post
    >.> I have to say. The main reason I would want perma elude is for the happy fun unsuppressed run speed buff

    (yes, necro post)
    Would you settle for a run speed of 62.1 mph with only sprint, swift and quickness (and CJ) active (and defenses essentially soft capped still)? Or 82'ish with Ninja Run added in?

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Edit: Doh left the Incarnate boost toggled on ... might want to turn that off or go non-Legacy all together
  23. Let me preface by saying I have limited first hand experience with Plant. I do have an enormous amount of experience with Empathy.

    1) Single slot Rez, if you need it more often with any frequency then there's a problem elsewhere and tactics, rep setting, etc. need adjusting ... so one slot endred.
    2) Be very nice for AB to have a bit of Endmod to get the +recovery over 1000%. A 6th slot with Endmod/Rech would be my first choice along with the 5 DW. This would be less important if she primarily only duo's with you and you aren't using a power with a recovery crash (aka like a Nuke).
    3) Spirit Tree? Between HA/HO/Regen Aura i.e. your secondary why do you need this?
    4) Agree you should have zero need for CP, at the very least don't add slots.
    5) Assault, single slot with Endred.
    6) Teamed you shouldn't need all that defense ... want maybe, but you are better off as both a /Emp and as a Controller chasing +recharge vs +defense bonuses. +Defense is for solo work and with /Emp I'd say that's even subject to debate. Teammates, Seeds/your controls, inspires, etc., added to Regen Aura should all make +defense fairly unnecessary.
    7) I prefer range vs endred in Clear Mind.

    Ispahan offers some good advice on APP which would likely be worth incorporating. What follows is more a starting point for that and to get an idea of what I mean by going recharge over +defense with set bonuses.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mega Pixie recharge build (Spiritual Radial Paragon): Level 50 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Empathy
    Power Pool: Leadership
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Teleportation

    Hero Profile:
    Level 1: Entangle -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(19)
    Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-EndRdx/Rchg(13)
    Level 2: Strangler -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(15)
    Level 4: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(7), Dct'dW-Heal/Rchg(11)
    Level 6: Maneuvers -- RedFtn-Def(A), RedFtn-Def/EndRdx(9), RedFtn-Def/EndRdx/Rchg(19), RedFtn-EndRdx/Rchg(21), RedFtn-EndRdx(23), LkGmblr-Rchg+(23)
    Level 8: Seeds of Confusion -- Mlais-Dam%(A), Mlais-Acc/Conf/Rchg(25), Pplx-Rchg/Conf(25), Pplx-Acc/Conf/Rchg(27), C'phny-Dam%(27), CoPers-Acc/Conf/Rchg(31)
    Level 10: Hover -- LkGmblr-Rchg+(A)
    Level 12: Resurrect -- EndRdx-I(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(48)
    Level 16: Clear Mind -- EndRdx-I(A)
    Level 18: Vines -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(39), Lock-%Hold(40)
    Level 20: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/Rchg(50), LkGmblr-Def/EndRdx/Rchg(50)
    Level 22: Roots -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Dmg/EndRdx(43), Posi-Dam%(43), TotHntr-Dam%(45)
    Level 24: Recall Friend -- EndRdx-I(A)
    Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(31), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dam%(46), TotHntr-Dam%(46)
    Level 28: Recovery Aura -- RechRdx-I(A), RechRdx-I(29), Efficacy-EndMod/Rchg(29)
    Level 30: Fly -- Zephyr-ResKB(A)
    Level 32: Fly Trap -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-+Res(Pets)(34), SvgnRt-PetResDam(34)
    Level 35: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(36), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Rchg(42)
    Level 38: Adrenalin Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(39), Dct'dW-Heal(42), Dct'dW-Heal/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(46), Efficacy-EndMod/Rchg(48)
    Level 41: Absorb Pain -- Heal-I(A)
    Level 44: Assault -- EndRdx-I(A)
    Level 47: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit(48), AdjTgt-ToHit/EndRdx(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Total Radial Revamp
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(31)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), EndMod-I(37)



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  24. Here's an older build planned for my claws/SR brute. It would need updating for changes to Inherent Fitness. Soft capped, net recovery 2.626 plus 1 perf shifter, 2221 health and 31 hp/sec passive regen with accolades.

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    GRETA-TL5 (v3.10.i17 purpled): Level 50 Science Brute
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Strike -- T'Death-Dmg/Rchg(A), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/EndRdx/Rchg(7), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(46)
    Level 1: Focused Fighting -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(5), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Rchg+(25), Ksmt-ToHit+(46)
    Level 2: Slash -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(7), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(13), Achilles-ResDeb%(40)
    Level 4: Focused Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(5), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Rchg+(25)
    Level 6: Agile -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(23), LkGmblr-Rchg+(48)
    Level 8: Hurdle -- Empty(A)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Combat Jumping -- GftotA-Def(A), GftotA-Def/EndRdx(15), GftotA-Def/EndRdx/Rchg(50), GftotA-Run+(50)
    Level 14: Follow Up -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(46)
    Level 16: Health -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Regen/Rcvry+(17), Mrcl-Heal(37), Mrcl-Rcvry+(37), RgnTis-Regen+(40)
    Level 18: Focus -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(34), Dev'n-Acc/Dmg/Rchg(34), Dev'n-Dmg/EndRdx(43)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(21), P'Shift-End%(37)
    Level 22: Dodge -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(23), LkGmblr-Rchg+(48)
    Level 24: Evasion -- GftotA-Def(A), GftotA-Def/EndRdx(29), GftotA-Def/EndRdx/Rchg(29), GftotA-Run+(31)
    Level 26: Spin -- Erad-Dmg(A), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(40)
    Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(34), LkGmblr-Rchg+(48)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(33), ImpArm-ResDam/EndRdx/Rchg(33), ImpArm-EndRdx/Rchg(33), S'fstPrt-ResDam/Def+(50)
    Level 35: Quickness -- Run-I(A)
    Level 38: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(39), GftotA-Def/EndRdx/Rchg(39), GftotA-Run+(39)
    Level 41: Gloom -- Apoc-Dmg/Rchg(A), Apoc-Dmg/EndRdx(42), Apoc-Dam%(42), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Acc/Dmg/Rchg(43), Dev'n-Acc/Dmg(43)
    Level 44: Maneuvers -- GftotA-Def(A), GftotA-Def/EndRdx(45), GftotA-Def/EndRdx/Rchg(45), GftotA-Run+(45)
    Level 47: Swift -- Run-I(A)
    Level 49: Super Jump -- Winter-ResSlow(A)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 6: Ninja Run
    Level 47: LEGACY BUILD



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  25. Quote:
    Originally Posted by Jharber View Post
    That was a very good read TYVM for that. I suppose I am expecting to much from my set. I know we all have weaknesses and that is fine, but it just seems like /SR weakness means death since we get hit for full amounts. It seems like while other sets lower against certain foes ours is completely gone.

    I am a claws/sr brute btw, I just like coming to this forum since most people who post seem to really know what they are talking about. Although, I am having thoughts of making this guy a scrapper. I just wish when you did a re-spec you could put all your enhancements in a bank or something ... Only having 10 slots to keep and having to do more re-specs to get all your wanted sets out is annoying lol.
    Just thought I'd add this is why on an SR character after hitting the soft cap I next look for +max health (and with it +regen). A larger health bar effects you in at least 2 major ways. First obviously the more health you have the harder you have to be hit to get taken out rapidly. Second it "stretches" out the health range where your passive resists help mitigate the incoming damage.