Doomguide

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  1. Quote:
    I would not go that far. Liquefy is a great power, it just seems to have a recharge that is way too long for what it does. It almost seems that the devs think that just because you have to wait so long to obtain the power, you should also have to wait a long time between uses.

    Radiation Infection does something similar but it dies when your anchor dies. Depending on the team that puts you somewhere between, "oh well, need to find another anchor" and "holy crap, where did all this aggro come from!?!" Non issue with Liquefy.
    I like the idea of Sonic Siphon adding some effect to the user. Perhaps really mimicking Siphon Power and have it not only add +resistance to the user but to those nearby.

    Overall would like to see some end usage relief for the set

    Liquefy - I'd echo much of the above, seems longish in recharge comparing it to Radiation Infection or Earthquake. Both RI and EQ can be in effect on foes all the time, one by virtue of being a toggle the other by virtue of its recharge.

    On the flip side its To Hit and Defense Debuff are enormous in both area it applies the debuffs (25ft vs 15ft in RI) and strength (EQ with slotting is -15%'ish, while Liquefy is 45%+ depending on AT). Liquefy is getting both area and strength in one package plus some other stuff, the compared powers do not. And while shortening the recharge would be sweet, given the existence of Earth/Sonic in particular, not sure ever spawn usage is something I'd hold my breath hoping for. Then again Earth/Storm is dropping EQ+Freezing Rain basically every spawn ...

    Edit:
    Quote:
    It is a bit limited in tricks, I admit, and the recharge on Liquefy is rather over long, but people really are selling the set short with hyperbolic nonsense.
    This.
  2. Quote:
    Originally Posted by Katie V View Post
    If I'm just plowing through endless hordes of cannon fodder, endurance isn't a problem: the brief downtimes from switching targets and moving between groups is enough to let me recover. It's when I'm in a fight against a single target that lasts more than about two minutes that I need to activate it.
    Which is why I was looking at the two builds it doesn't match my experience in a prolonged fight ... if I turn off Sprint (leave it on and I will wear down the end bar) I can down a Pylon (sans inspires) and my blue bar will be at or near 100% when I start and when I finish, which means something about playstyle or something outside the attacks + those 6 toggles plus PB, is where, most likely, the difference in end usage is coming up.

    And just to be sure I was not remembering incorrectly from sleepiness or just getting to be an old bugger I did it again ... 17 mins (from 8:07 to 8:24 central time) I pounded a Pylon into dust. Running FF, FS, Evasion, Tough, Weave, and CJ. Using only Follow Up to Slash to Focus, to Strike (repeat) for attacks. Never used a blue, never used CP and I really only noted my end bar dropping when the cost of PB comes out, then it usually hovers around that total until I see a sudden jump which I assume is one of my Performance Shifters firing off. Once that happens I'm at or very near full Endurance again (110 max end do to Accolades). My net recovery is 2.89 end/sec plus 2 performance shifters in game via Combat Attributes (3.87 - 0.98).

    Bottom line, if Liz turns off Tough (and FA) she'll net around 3.10 end/sec then and I doubt she'll have any endurance issues at all. Spamming Aid Self runs almost as much as running FA unslotted for endred (0.64 in her build vs FA's 0.78/sec). So my point is Tough and Aid Self were likely to give her more end issues than her attack string (even if it is slowly leaking end .. it has to leak a lot more end to equal the losses from Tough and potential loss from Aid Self I suspect). I'm not nearly enough of a number cruncher to say how often she can fire Aid Self with Tough and FA turned off to not burn enough end to no longer be infinitely sustainable or nearly so while moving between mobs etc..
  3. Quote:
    Originally Posted by SpikyShane View Post
    Here's the build for the Claws/SR I was thinking about making. Hope it helps, and hope it's OK to start with lol.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!
    One thing I would definitely do ... treat Follow Up as an attack and slot it as such. It needs to hit to buff you and slotting for damage reduces the loss in output you suffer since you are using it anyway.
  4. Doomguide

    Dark Mastery

    I have it on my seldom used alt build (fun build but can see the age in it) for my claws/SR. I grabbed it at the time part as it would let me slot 3 more purple sets (ranged, hold and immobilize) and get the recharge bonuses. Mobility was not an issue for using them, as in addition to CJ and Swift she has 5 GotA +7.5% slotted, Hover plus Quickness, in a word extremely mobile. And yes seeing the Gravitational Anchor proc is fun.
  5. Quote:
    2) With Focused Accuracy active, no. With it inactive, doubtful. It depends on your exact attack chain, but in general, you've got less endredux in your attacks than my claws/SR, about as much in toggles, and I need to activate Conserve Power in long fights to keep my endurance up.
    Been looking back and forth between my build and Liz, and pretty much across the board my attacks are, on paper, about the same to worse as Liz's and I know in game (vs on paper) that CP is almost entirely unused by me even when I'm trying to do something sans inspires (in which case if I really want endless endurance I turn off Sprint and have sustainable endurance). I don't have or run Focused Accuracy, I'm running Tough but its 4 slotted and has 47.74% endred for a net gain of +0.11 over Liz who is also running it (and could arguably turn it off since it's mostly a mule in the build), but I do run Sprint pretty much 24-7. And last no Aid Self in mine and it has the potential to be a very heavy end user ... on top of cutting into your damage output (and hence lengthening the fights and end usage also). Then again hopefully Aid Self is seeing spotty use on a soft capped build. Outside of FA I'd say Liz biggest sore spots for end use are mostly likely Aid Self and Tough atm ... not her attacks/attack chain.
  6. I'd pretty much echo Santorican's thoughts with respect to overall accuracy, but it depends a bit on what you intend to be able to fight. Guess I'd be a bit happier if you were at 95%+ vs +4's for Follow Up at least. If it lands you're golden, if it misses and you are fighting +4's (and worse trying to defeat the one or two troublesome non- S/L foes in the spawn) might make for an annoying string of misses.

    The other area with room for concern/improvement would be recharge, both overall and in several key /regen powers. Down time on Dull Pain is a significant bit off perma, enough so MoG, for example, can't cover you for all (or even nearly all) of Dull Pain's down time. MoG itself, in part due to its own longer timer, also has a much longer down time (almost twice) than several of the high defense /Regen builds I've seen. The question is what do you intend to be able to handle with the build and will the passive nature (no worrying about getting Parry/DA to hit) of the defense and the inclusion of the smashing component be enough to make up for the lower recharge (and resulting lower health recovery).
  7. Fair number of slots used where I wouldn't. Some are personal taste, some probably would be best moved around. Overall the build will do well enough for most general pve play but I'd say there's room for improvement as well.

    Heal Other and Healing Aura - 6th slot in both of these is rather optional, bonuses gained both in enhancement and set are minimal at best. *shrug*

    Power Bolt and Power Blast - consider taking the 6th slots from HA and HO and adding them here, then putting Explosive Strikes chance for smashing damage in those slots.

    Resurrect and Clear Mind - A 2nd slot in both these would definitely not be what I'd do. And I wouldn't slot Clear Mind for recharge in any case. Range or Endred, using it proactively I'd drop an endred in there, used reactively I'd slot range, unsure which go with range. The animation here is the killer and you can't alter that. One of these slots needs to head to Hasten, it's the one you want slamming hard against ED for recharge.

    Hover -
    Q: What level of foes do you intend to be able to effectively combat?
    Hover (much like Combat Jumping) is a marvelous place for all sorts of fun special IO's such as LotG +7.5% rech (which you have), Kismet +6% to hit, -kb (both BotZ and Karma) and Winter's Gift. I'd consider moving 1 or 2 slots here to slot Kismet and a -kb IO at minimum. Kismet on an Empath I don't usually do ... but then I usually have Tactics for some +To Hit. Without it anything more than about +2 cons atm and you'll need outside buffs or debuffs to keep from rapidly heading into "I can't hit anything" country. Kismet is no Tactics but it will push you to +3's before the 'missed' float text gets worrisome. How much of an issue that is depends on your tolerance for missing and what you tend to fight.

    Fortitude - not what I'd do, but think this one falls more into the realm of personal preference than anything. Hard to disagree with any sort of slotting in Fortitude that maxes defense and recharge, the rest is gravy if you've the slots for it.

    Power Burst - Nothing wrong with Thunderstrike, it's an excellent set but ... why it and not another Decimation? It's a change in focus in the build away from recharge and towards a range defense build.

    Recovery Aura - Hmmm, I've never done anything other than 3 recharge IO's. More endurance is really fairly useless until you push it up to near +1000% to start countering nuke crashes and the set bonuses *shrug*

    Hasten - 3 recharge IO's

    Recall Friend - I'd slot a BotZ or Winter's Gift in here or something else ... let your global recharge take care of the recharge here.

    Super Speed - I often enough have no travel powers in these days of Ninja Run. On the otherhand my Emps rarely don't have a true travel power still. But personally I'd choose one of the other and not have both. And my preference these days is typically Swift with Flyers and Hurdle with Super Speeders.

    Regeneration Aura and Adrenaline Boost - The enhancement values of the powers themselves good, set bonuses *shrug*. I'd slot both with Doctored Wounds. Global Recharge for my Emps always takes a high priority for my general teaming builds. Given the potential to slot 2 sets of Obliterate (with their +5% recharge) later on I could see staying with the current slotting in one of the 2 powers.

    Absorb Pain - The slotting/set used here along with Thunder Strike are probably the two things in the build I'd most heavily urge you to alter. I don't use AP, none of my Emps have ever had or felt a need for it ... but a full set of Miracle baffles me. The unique should be largely wasted if used here. Can't imagine the team you'd need to be playing on to actually need to use AP ever 2 minutes or so. Which leaves you the option of not benefiting from the +recovery or firing it at someone who doesn't need the heal and running the risks associated with doing so to gain the buff.

    Nova and Thunder Strike - 5 slot and slot with Obliterates would be my first choice. I'd definitely strongly recommend slotting Thunder Strike for damage first and foremost, then once you're ED capped slot to taste for stuns etc..
  8. Noting that all the previous builds include stamina thought I'd add one that is Fitness and Stamina free. I find, particularly in a teaming Empath, Fitness is relatively painfree and easy pool to skip and allows one to open yet another power pool if desired, for instance Teleportation for Recall Friend. Intended for teaming the build has little in the way of defense relying on teammates, high regen (from aura), inspires etc. to stay upright in combat. Vengeance and Resurrect (and even Combat Jumping) are pretty much independent of the remainder of the build and can be freely moved around to suit ones tastes and/or swapped out for Recall Friend. If you have access to Ninja Run Super Speed also becomes much more optional as well. I would note however a stealth IO + Super Speed + Recall is a very solid task force "stealthing package" and won't work quite as well if Super Speed is dropped for something else.

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Emp Elec team (v1.00.i18 sets): Level 50 Magic Defender
    Primary Power Set: Empathy
    Secondary Power Set: Electrical Blast
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-EndRdx/Rchg(37)
    Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(40), T'pst-EndDrn%(43)
    Level 2: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(25), T'pst-EndDrn%(43)
    Level 4: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(13), Posi-Dam%(34), Efficacy-EndMod/Rchg(43)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
    Level 8: Clear Mind -- Range-I(A)
    Level 10: Short Circuit -- Oblit-Dmg(A), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(13), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/EndRdx(42)
    Level 12: Fortitude -- LkGmblr-Def(A), LkGmblr-Def/Rchg(23), LkGmblr-EndRdx/Rchg(39), LkGmblr-Rchg+(46)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(21), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-EndRdx/Rchg(46)
    Level 18: Recovery Aura -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
    Level 20: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Rchg+(45)
    Level 22: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(23), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(40), AdjTgt-ToHit/EndRdx(40)
    Level 24: Vengeance -- LkGmblr-Rchg+(A)
    Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Rchg(31)
    Level 28: Tesla Cage -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(31), Lock-EndRdx/Rchg/Hold(42), Lock-%Hold(42)
    Level 30: Combat Jumping -- ULeap-Stlth(A)
    Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(33), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Rchg(34), Efficacy-EndMod/Rchg(34)
    Level 35: Voltaic Sentinel -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(36)
    Level 38: Assault -- EndRdx-I(A)
    Level 41: Electric Fence -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(48), Dev'n-Dmg/Rchg(50), Thundr-Acc/Dmg/Rchg(50), Thundr-Dmg/EndRdx/Rchg(50)
    Level 44: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45)
    Level 47: Power Sink -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(48), P'Shift-EndMod/Acc/Rchg(48)
    Level 49: Resurrect -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 6: Ninja Run



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  9. Or vs large +3 or +4 spawn(s). They'll each debuff a little bit harder do to level scaling. +4 PPD Awakened are fairly nasty for overall debuffing defense. The nastiest 1,2 "debuff smack you" I can recall running into (outside of some crazy AE stuff) was +4 arachnos playing tag team. Tarantula Mistress with Mental Scramble followed by a Psychic Wail from a Fortunata Mistress (a large single debuff, so the debuff %, even when 95% resisted, is that much larger followed by a innately high accuracy attack from a +4 boss)

    Still even with the above I never noted more than around a 3 to 4% defdebuff ... course I was a bit busy to pay close attention usually. Generally the sheer overwhelming damage would kill me before serious defdebuffing would happen.
  10. Quote:
    Originally Posted by Werner View Post
    I forget what to look for, but the table is on paragonwiki somewhere. Maybe in "attack mechanics". I always plug in 39%, which is your to-hit vs. +4s. I want to have at least a 95% chance of hitting +4s.
    Yep it's in the Attack Mechanics article.

    To be clear >>> your chance to hit does not change based on the rank of the target. Your chance to hit a +0 minion and a +0 Archvillain are identical until you start considering powers, buffs and debuffs etc.. His chance to hit you, however, does apply rank Accuracy modifiers. So a +0 AV does have a better chance to hit you and to cave in your skull than his minions do and this is in part do to his rank accuracy modifier (which is 1.5 fwiw)
  11. Very good article covering this and similar topics:

    paragonwiki.com/wiki/Attack_Mechanics

    Ghost Widow's Hit Chance =
    Power's Acc * Rank Acc * Level Scaling Acc >>> (1.0 *1.5*1.4)
    which is 2.1 and gets multiplied by results of the following (and always falls between .05 and .95 the "clamp")

    Her Base Chance to Hit (which like any critter is .50) + To Hit Buffs (hers is zero far as I know) - Defense Mods (.45 the soft capped target). This portion is also always "clamped" between .05 and .95 before being multiplied by the Accuracy portion of the equation above.

    So 2.1 * .05 = .105 >> meaning Ghost Widow would have as I understand it an 11% (rounding 10.5% up) chance to hit a soft capped target.

    Edit: And its because of the clamping on the equation that more defense or to hit debuffs won't help assuming a soft capped target and no To Hit buffs for GW ... To Hit Debuff would lower the .50 portion of the .50 -.45 but going lower merely means the result would be less than .05 and the clamp would raise it back to .05. Similarly more defense would also make the .45 a larger value but bring the result to less than .05 and clamping put it back to .05.
  12. Quote:
    Originally Posted by Mad_Cow_Milk View Post
    Thanks Doomguide

    P.S. Just one question what about Haste?
    Hasten is relatively optional for /SR. Unlike a controller, for example, who has power(s) with long recharge timers or a /Regen looking to get his heals recharging asap there is little benefit to be had once your attack chain is fluid and 'gap' free. The other thing to consider is Hasten is yet another pool used from your maximum of 4 plus 1 APP. 1) Fitness, 2) Fighting, 3) Leaping, and 4) ??? this could be Speed (Hasten) or it could be a bunch of other things such as Teleportation (for Recall Friend for a task force oriented build), Flight (for concept or getting around the Shadow Shards) or Concealment etc etc.

    Edit: Recharge (which Hasten supplies) is a means to an end. By itself recharge, even in the form of perma Hasten, doesn't do anything, it lets you do other things more often and those other things are the real goal. /SR has less of the things, in general, that need the levels of recharge which make perma-Hasten possible. The only power (from its primary and secondary) for which SR might find perma-Hasten useful is Elude and high end SR builds generally no longer use Elude.
  13. It's no so much that Elude is a bad power as it is that Elude has been outdated by IO sets and IO set defense bonuses. Especially in /SR it is relatively cheap and easy to use IO's to soft cap your defenses. Once your defenses are soft capped ... well Elude doesn't make you any harder to hit in the vast majority of pve content. So it becomes a +recovery, +run speed, +jump power that 180 seconds after you click it drops your end to zero which drops all your toggles and then it prevents you from recovering endurance for the next 20 seconds.
  14. One thing I would definitely NOT do is slot Follow Up with Guassians. Follow Up requires you to hit the target to gain its buff, Guassian's itself has NO accuracy in the set. It also has no damage enhancement. The combination of no accuracy in the power and minimal global accuracy means your final chance to hit is 65% vs +2 foes assuming you aren't debuffed (it isn't even reaching 95% against even cons). Fortunately you have enough defense to not need the +def set bonuses of Guassian's. I'd strongly recommend slotting Follow Up with pretty much any melee set over Guassians.
  15. Overall I think the build is quite solid for fairly typical PvE missions. Here's some thoughts I do have.

    1) Use level 25 sets in the sets that go that low vs lvl 32. Why? They will exemp with less loss of value, often none when compared to level 32 sets. And will give you the option of exemping down as low as lvl 22 without losing sets bonuses.

    Taken in part from Paragon Wiki:

    Quote:
    1. The Minor Bonus Threshold. The game doesn't scale down bonuses that are small to begin with. Any individual benefits of 20% or less are unaffected by Exemplaring down as far as level 21. Enhancement benefits of 10% or less are unaffected by Exemplaring to levels 11-20. Benefits of 5% or less are never reduced by Exemplaring. Ignore Steps 2 and 3 for each separate bonus you have that's at or below these minimums.

    And

    * Due to Step 1, you can use up to level 25 Dual-Aspect IOs, level 43 Tri-Aspect IOs, and level 50 Quad-Aspect IOs and suffer no bonus reduction unless you Exemplar to level 20 or lower. (Those breakpoints are only accurate for Schedule A benefits. Schedule B's are higher, C's and D's are lower.)
    2) Kismet. This special IO's bonus is not treated as a set bonus. Which means the power needs to be active but the IO's level does not matter. So ideally stick it in the lowest level power you have that will accept it. In this case Focused Fighting. Easiest way I see to get the slot for Kismet is from Tough. As is Tough is slotted (and current enhancements placed) to be a mule. You really don't need the extra kb protection provided and you'd need to make some much harder choices I think to move Tough from mule to a toggle you run 24-7. On the otherhand I think the build has enough global accuracy that unless you are routinely fighting +4's without much in the way of supporting powers/teammates you probably don't actually need Kismet and would be fine without it. Whenever Focused Accuracy is running this is definitely true.

    3) Defense Debuff Resistance. Again depending on what you intend the build to be able to do this is either a very small issue to nearly non-existent one. To get the ddr up from 90, 92 or 93% to 95%+ I think you would have to move slots around (likely by dropping an attack and using those slots to further slot passives and/or toggles) or lose a good bit of the exemplar friendliness in the build or some combination of these things. Easier to watch your combat attributes for debuffs/defense values and use defense inspires as needed I think than to worry about it.

    I also took cj and weave earlier than the passives but looking at after doing so not sure it makes much difference. Was thinking you'd end up with slightly higher defenses slightly earlier but its so dependent on exactly what level you end up at that *shrug*

    Anyway here's what I came up with for comparison and thoughts trying to stay with the same powers overall.

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Lizzz the Quickkk v5.1 alternate (v1.00.i17 sets): Level 50 Mutation Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(46)
    Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(31), Ksmt-ToHit+(33)
    Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Acc/Dmg/Rchg(15), Achilles-ResDeb%(25)
    Level 4: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(31)
    Level 6: Spin -- Oblit-Acc/Dmg/Rchg(A), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Rchg(17), Oblit-Dmg(17), Oblit-%Dam(21)
    Level 8: Follow Up -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Acc/Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(46)
    Level 10: Practiced Brawler -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(31)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A), GftotA-Def(33), GftotA-Run+(34)
    Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(37)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(40), P'Shift-EndMod/Rchg(43)
    Level 22: Quickness -- Run-I(A)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 28: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(37)
    Level 30: Dodge -- GftotA-Def(A), GftotA-Run+(34)
    Level 32: Agile -- GftotA-Def(A), GftotA-Run+(33)
    Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
    Level 38: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Acc/Rchg(40), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 41: Focused Accuracy -- GSFC-Build%(A), GSFC-ToHit(42), GSFC-ToHit/EndRdx(42), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43)
    Level 44: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48), P'Shift-EndMod/Rchg(48), P'Shift-EndMod/Acc(48), Mrcl-Heal(50), Mrcl-Heal/EndRdx(50)
    Level 49: Lucky -- GftotA-Def(A), GftotA-Run+(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 6: Ninja Run



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  16. Quote:
    Originally Posted by Windenergy21 View Post
    If your build Doom, one thing I noticed, was in focus, you have 5 devastations. That 3% damage buff is realy going to be minorly noticeable, and you'll not notice the mez resistance. I'd suggest ditching 2 of them, and going with Thunderstrikes for the 2% recovery.

    I personally like claw/sr, because its one of THE best builds, to not need hasten for anything. Unless maybe if you're REALLY pushing to solo AVS, which I personally never found to be much care. "oh i did it yay" after that, then what's the point. A boring 5-10 minutes of repetitive button mashing, you'll likely not want to do again. I'd rather make a build I enjoy playing for what it is in all circumstances.

    If you have ninja run, you don't really need a travel power. Even with SS, i'd still suggest hurdle anyways for getting over obstacles while speeding, the extra run from swift won't do much to notice, and since you have CJ anyways, you'll want hurdle for your combat movement during battles, nothing surpasses it for combat mobility.

    The miracle heal in health, you'd be much better off turning to a numina heal/end, for the 1.88% max hp bonus, and ditching the kimset in focused senses, to max the heal in health. (or as you just though, a miracle heal to keep that 2.5% recovery bonus)

    With perma-follow up, and the ability to switch on Focused accuracy even if to get that initial FU on to cap your acc, you'll be much better off, and I can't imagine having any ACC problems.

    In Weave, and in Focused Fighting, 2.2% immobilize resistance? You're not saving THAT much endurance with the def/end red fortune in weave/FF. You'd be much better off just going with a def/end/rech and defense both of LOTG, and gaining 2.26%% max hp, and an 18% accuracy bonus.

    Likewise, in combat jumping, you actually don't even lose a .1% defense by changing that level 50 defense IO, to a def/end/rech of lotg, and gaining a 9% accuracy bonus in the process.

    I can't imagine you'd be having much of any end problems to need the 2 end mod Ios in physical perfection. I'd easily suggest making it a numina heal, heal/end, and heal/rech, gaining 12% regeneration, and 1.88% max hp in the process, for a negligible loss in end recovery.
    Some good thoughts. Focus is as it was, unaltered, as I was avoiding changes as much as possible. The thought to swap 2 out for Thunderstrikes is good idea however. Always a bit of a dilemma when I see things that I might change if it were my build. Sometimes I think I get a little too conservative this way. The change to 4 slotting with LotG in FF, FS etc. is a good example of this ... if it were my build that is what I'd do and have in fact done so (even made the change to CJ you suggest but apparently did so after posting). Partly this is because where do you draw the line, should my suggestions have included purple sets? After all the LotG +7.5% rech are not cheap even when compared to purple recipes implying a willingness to spend that much on IO's.

    There is at least one good reason to consider keeping Super Speed in the build. Stealth. On the otherhand if I was scraping for a power choice Super Speed is one of the first things I'd consider dropping in this build for another power choice. If I were to drop SS I'd be likely to look into adding Maneuvers rather than something else. Why? To reduce dependence on using my melee attacks for gaining defensive set bonuses. Why? Because that's where the purple sets can go ... if you need those defensive bonuses for soft capping then you can not swap to purples in the long run (or short) without dropping below the soft cap. Obviously if no interest in purples this is a not a concern.

    Kismet, I personally wouldn't drop it if I could avoid doing so. I'd drop Focused Accuracy first and grab Conserve Power. I definitely would not drop both unless one has no intention of fighting higher conning mobs with any frequency. Keep in mind Follow Up has to hit to grant its buff. Without Kismet it will get significantly harder to land the first blow with Follow Up which in turn will make the next few attacks harder to land as well. Or you have to assume you're running FA at all times and it's an expensive toggle, both in end costs and in slots (particularly if going for the defense bonuses).

    Grace v3

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Grace alternate (v3.00.i17 sets): Level 50 Mutation Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

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



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  17. Quote:
    Originally Posted by BellyButtonJelly View Post
    That is awesome thanks for the help.. Any other pool powers you would have taken instead to get closer to Melee cap?
    Actually looking at it a bit longer probably not. At least not without it basically becoming a different build. You can get the soft cap to all 3 positions even on this build. Change Eviscerates slotting to a full set of Multi Strike and go with a full set of Mako's in Strike and that'll do it. I just like the set bonuses I end up with in exchange for the 0.2% off the melee cap. My main is about 1-2% (not 0.2%) shy on ranged (43.2) and aoe (43.8) since the BotZ changes. I've solo'd a pylon and thumped several of the same AV's I did pre-changes sans temps, inspires etc., you basically won't know the difference, I'm thinking, at 0.2 off.

    At this point if you haven't got the +max health accolades, Task Force Commander and Portal Jockey (they aren't enabled in your posted build), gaining them (+130 some max health) would likely do more for your survival in PvE than bumping the melee defense a couple tenths even at the cap.
  18. Quote:
    Originally Posted by BellyButtonJelly View Post
    Thought I would post my build see what y'all think

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Kept your current power choices and tried, in general, to change things as little as possible while hitting goals (soft capped, ddr capped, solid net end recovery). Changed the Red Fortune Endred to Def/Endred/Rech and changed some enhancement choices within a couple powers to gain the more desirable bonuses in those sets while pushing the ED caps for defense enhancement a bit harder. For example, Crushing Impact 5 slots for the +rech in Slash and Follow Up. Initially I'd used the slots I'd freed up to slot into the passives they ended up elsewhere except for Dodge. Melee defense is being stubborn about hitting the cap with power choices as is ..but 44.8% should be plenty good for 99.9% of PvE). Leaving Focused Accuracy toggled off as much as possible and I think you'll have trouble ever running out of endurance, toggled on you'll likely run down but very very slowly while attacking pretty much non-stop.

    Here's the results:

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Grace alternate (v2.00.i17 sets): Level 50 Mutation Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Strike -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(43)
    Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(3), LkGmblr-Def/EndRdx(7), LkGmblr-Rchg+(13)
    Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(31), Achilles-ResDeb%(36)
    Level 4: Focused Senses -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(5), RedFtn-Def/EndRdx(5), LkGmblr-Rchg+(23), Ksmt-ToHit+(37)
    Level 6: Agile -- GftotA-Def(A), GftotA-Def/EndRdx(7)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 10: Follow Up -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(15), C'ngImp-Dmg/Rchg(15), GSFC-Rchg/EndRdx(17)
    Level 12: Practiced Brawler -- RechRdx-I(A)
    Level 14: Super Speed -- Clrty-Stlth(A), Winter-ResSlow(17)
    Level 16: Swift -- Run-I(A)
    Level 18: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(19), Numna-Heal(19), Numna-Regen/Rcvry+(34), Mrcl-Heal(40)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-EndMod(21), P'Shift-End%(34), P'Shift-EndMod/Acc(39)
    Level 22: Dodge -- GftotA-Def(A), GftotA-Def/EndRdx(23), DefBuff-I(36)
    Level 24: Quickness -- Run-I(A)
    Level 26: Focus -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(27), Dev'n-Dmg/Rchg(27), Decim-Build%(31), Dev'n-Acc/Dmg/Rchg(33), Dev'n-Acc/Dmg/EndRdx/Rchg(37)
    Level 28: Eviscerate -- Erad-Dmg(A), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Acc/Rchg(42)
    Level 30: Lucky -- GftotA-Def(A), GftotA-Def/EndRdx(31)
    Level 32: Kick -- Empty(A)
    Level 35: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(36), Aegis-ResDam/EndRdx/Rchg(37), S'fstPrt-ResDam/Def+(40)
    Level 38: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Rchg+(39), DefBuff-I(45)
    Level 41: Evasion -- GftotA-Def(A), GftotA-Run+(42), LkGmblr-Def/EndRdx(43), LkGmblr-Rchg+(43)
    Level 44: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
    Level 47: Weave -- RedFtn-Def/EndRdx/Rchg(A), RedFtn-Def/EndRdx(48), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
    Level 49: Physical Perfection -- Heal-I(A), Heal-I(50), EndMod-I(50), EndMod-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 0: Ninja Run
  19. Here's a build I put together (fairly quickly) with emphasis on movement (run and jump) speeds. It's a few tenths shy of 45% for the defense caps but I think it's plenty close enough for any build not expecting to solo AV's, pylons, +4/x8 spawns, etc., sans inspires. The lack of Follow Up and a Kismet would bother me more even then, heck it bothers the Mids builder in me as is.

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Speedy Maiden2: Level 50 Science Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Swipe -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(7), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(25), Mako-Acc/Dmg/EndRdx/Rchg(31)
    Level 1: Focused Fighting -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(5), LkGmblr-Def/EndRdx/Rchg(11), LkGmblr-Rchg+(11)
    Level 2: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(13), C'ngImp-Dmg/EndRdx(31), Achilles-ResDeb%(40)
    Level 4: Focused Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(5), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Rchg+(37)
    Level 6: Swift -- Run-I(A), Run-I(23)
    Level 8: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(46)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Hurdle -- Jump-I(A), Jump-I(50)
    Level 14: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(40)
    Level 16: Health -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Regen/Rcvry+(17), Mrcl-Rcvry+(34), RgnTis-Heal/EndRdx(34), RgnTis-Heal/Rchg(37)
    Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(31)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(37)
    Level 22: Quickness -- Run-I(A), Run-I(23)
    Level 24: Agile -- LkGmblr-Def(A), LkGmblr-Rchg+(42), GftotA-Run+(43)
    Level 26: Dodge -- LkGmblr-Def(A), LkGmblr-Rchg+(42), GftotA-Run+(43)
    Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Rchg+(42), GftotA-Run+(43)
    Level 30: Boxing -- Empty(A)
    Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), FrcFbk-Rchg/EndRdx(34), FrcFbk-Rechg%(40)
    Level 35: Evasion -- GftotA-Def(A), GftotA-Def/EndRdx(36), GftotA-Def/EndRdx/Rchg(36), GftotA-Run+(36)
    Level 38: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/EndRdx/Rchg(39), S'fstPrt-ResDam/Def+(39)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- RgnTis-Heal/EndRdx(A), RgnTis-Heal/Rchg(45), RgnTis-Regen+(45), P'Shift-EndMod(45), P'Shift-End%(46), EndMod-I(46)
    Level 47: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(48), GftotA-Def/EndRdx/Rchg(48), GftotA-Run+(48)
    Level 49: Elude -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(50), Winter-ResSlow(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- HO:Micro(A), HO:Micro(29)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 6: Ninja Run
  20. Quote:
    Originally Posted by _Klaw_ View Post
    OK well I don't pay attention much but it doesn't matter anyway cause it goes down real fast between mobs.
    Yep not real sure either, never noticed a difference, hence why I said "significant". Between mobs is the significant part of the fury loss here. Basically if you are in a mob when the cut scene happens you'll be back to where you were fury wise very quickly (if it even does drop during a cut scene) and if you are between mobs ... well you'll be making like a brute and diving for the next spawn anyway.
  21. Quote:
    2. Is it wise with my Mace/WP Brute to take both Quick Recovery AND Stamina? Or is it cutting into a cap if you have both, thus making it overkill? I have Quick Recovery now and took it first cuz I was KILLING myself on my end. use, and its buff was higher, but he seems to be doing great now with both.
    From Paragon Wiki (article on Limits)

    >>>Archetype Recovery:

    Controller, Dominator, Mastermind 12.51% / second (750% of base)
    Defender 10.42% / second (625% of base)
    All Others 8.34% / second (500% of base) <<<

    Given those caps, you aren't, on a brute anyway, going to hit the cap on your own (outside of Rest). AT's that can don't do it with passive Auto type powers, they use active Click powers such as Drain Psyche or Heat Loss and in both those cases it'll take both slotting and effecting a large number of foes to do so.

    Quote:
    And bonus question, does my fury go down during cut scenes, or are you "frozen" during those times?
    I believe you are merely frozen with respect to power durations and such. In any case even with the longest you are unlikely to see a significant decrease in that period of time.
  22. Another +1 for Shock Wave. Very helpful in keeping my claws/SR in one piece when things go south. For example if someone triggers the ambush waves of Novas and Dwarves in the first mission of the ITF. Between mobility and shock wave the dwarves spend most of their time getting up and chasing me around not clumping all over me using their mires. As an aside I have also kept the old HO's she had (a Nucleolus and 2 Centrioles) in the power, the range is lovely and makes it that much easier to hit a whole spawn.
  23. *Glances at section title, reads "claws/regen build" ... and wonders how this question, whatever it was, happened to be in the wrong section? Stalker?
  24. According to an old guide I found they respawn after 30 minutes

    cut and pasted from the Guide:

    [color= blue]I've run around the pylons like a madman, killing each one... now what?[/color]

    well, provided you did it in under half an hour the shields to the mothership will now be down. if this isn't the case, then you probably went over time and will have to go back and kill the pylons as they respawn. Each one respawns half an hour after it was destroyed, so the first one you killed will be the first to respawn etc...
  25. I'll second the "grab the accolades" thought.

    Perma Hasten .... move a slot from Conserve Power to Hasten and bingo.

    However, I personally think adding to Max Health, Regen, and net recovery/endurance sustainability are going to be more important than shaving a few seconds off Hasten's recharge to make it perma.