Doomguide

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  1. Quote:
    Originally Posted by deadboy_champion View Post
    SO Build that may give you/her some ideas - please note I did not look at the original build yet

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    Move the 3rd slotted Endred out of both Blazing Aura and Acrobatics and into Physical Perfection and Superior Conditioning. Net Endurance Recovery will be higher. The 3rd Endred is too heavily effected by ED to be more valuable than a second Endmod in PP and SC.

    Doomguide
  2. Quote:
    Originally Posted by Tenzhi View Post
    Is there a damaging power that has repel?
    This, Repel (from Kinetics) does not accept damage enhancement or universal damage enhancement and for that matter is ... named somewhat misleadingly. It does Knockback and not Repel (Hurricane, for instance, does both repel and knockback effects)

    Repel (the effect) is also not a Knockback/Knockdown or KnockUp effect but a separate different effect (see Hurricane)

    http://tomax.cohtitan.com/data/power...ning.Hurricane

    I can only think of one other power that even does repel, Telekinesis. It has hold and repel effects but no damage.

    Doomguide
  3. Took your build, eliminated some bonuses breaking the Rule of the Five. Next turned on Weave as doing so means a number of powers 5 and 6 slotted for defense bonuses could be slotted differently and or slots used elsewhere (including Weave itself) ...

    Doomguide

    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    DMSR_Demon Divinity_Alternate2 (v1.00.i23): Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Hero Profile:
    Level 1: Smite -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(7), Mako-Dmg/EndRdx(7), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9)
    Level 1: Focused Fighting -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(15), LkGmblr-Rchg+(17), Ksmt-ToHit+(42)
    Level 2: Shadow Punch -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(19), Mako-Dmg/EndRdx(19), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(21)
    Level 4: Shadow Maul -- Erad-Dmg(A), Erad-Dmg/Rchg(37), Erad-Acc/Dmg/Rchg(37), Erad-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39)
    Level 6: Focused Senses -- GftotA-Def(A), GftotA-Def/EndRdx(23), GftotA-Run+(23), GftotA-Def/EndRdx/Rchg(46)
    Level 8: Siphon Life -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Heal/HP/Regen/Rchg(11), Nictus-Heal(11), Nictus-Acc/EndRdx/Heal/HP/Regen(13), Dmg-I(13), HO:Nucle(15)
    Level 10: Practiced Brawler -- EndRdx-I(A)
    Level 12: Agile -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-Rchg+(45)
    Level 14: Combat Jumping -- DefBuff-I(A)
    Level 16: Dodge -- DefBuff-I(A), LkGmblr-Rchg+(42)
    Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
    Level 20: Quickness -- Run-I(A)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(25), Aegis-ResDam(31), Aegis-ResDam/Rchg(36), Aegis-EndRdx/Rchg(48)
    Level 26: Soul Drain -- Erad-Dmg(A), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(29), AdjTgt-ToHit/Rchg(29), AdjTgt-EndRdx/Rchg(50)
    Level 28: Lucky -- LkGmblr-Rchg+(A), GftotA-Def(43), GftotA-Run+(43)
    Level 30: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(31), GftotA-Def/EndRdx/Rchg(31), GftotA-Run+(34)
    Level 32: Midnight Grasp -- SScrappersS-Acc/Dmg(A), SScrappersS-Acc/Dmg/Rchg(33), SScrappersS-Dmg/Rchg(33), SScrappersS-Dmg/EndRdx/Rchg(33), SScrappersS-Acc/Dmg/EndRdx/Rchg(34), SScrappersS-Rchg/+Crit(34)
    Level 35: Evasion -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(36), LkGmblr-Rchg+(36)
    Level 38: Water Spout -- OvForce-Acc/Dmg(A), OvForce-Dam/KB(43), OvForce-End/Rech(45), OvForce-Acc/Dmg/End(46), OvForce-Dmg/End/Rech(46)
    Level 41: Hibernate -- RechRdx-I(A)
    Level 44: Maneuvers -- RedFtn-Def/EndRdx(A), LkGmblr-Def/EndRdx(50)
    Level 47: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit(50)
    Level 49: Super Jump -- Winter-ResSlow(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Prestige Power Dash -- Clrty-Stlth(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(3), P'Shift-EndMod/Acc(3), P'Shift-End%(37)
    Level 50: Agility Radial Paragon
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------



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  4. Overall solid.

    A few thoughts:
    You can scrap the Fly Spd IO's in Fly, you are at the fly speed cap with no enhancement.
    I'd trim a slot in several powers (or enhance differently) ... the 6th Crushing Impacts, the 4th LotG, the Acc (6th slot) in Slash.

    Likewise I think your end usage can handle single slotting endred in both Tactical Training: Assault and Assault, those second slots are more valuable elsewhere. The end saved by those two slots is 0.08 end/sec.

    Move some stuff around to slot with defense and resists in Foresight. I'd dump the Aegis Psi resist special and move the Kismet elsewhere ideally to a lower level power.
    You can get it back (plus a little) from slotting in Foresight and IW.

    Tweaked a bit here's the build hopefully gives you some thoughts

    Doomguide

    Villain Plan by Mids' Villain Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    NightWidow_KingsGambit_Alternate1 (v1.00.i23): Level 50 Natural Arachnos Widow
    Primary Power Set: Night Widow Training
    Secondary Power Set: Widow Teamwork
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Mental Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(17), Apoc-Acc/Dmg/Rchg(17), Apoc-Acc/Rchg(31), Apoc-Dmg/EndRdx(33), Apoc-Dam%(48)
    Level 1: Combat Training: Defensive -- LkGmblr-Rchg+(A), Ksmt-ToHit+(15)
    Level 2: Poison Dart -- SDoArach-Acc/Dmg(A), SDoArach-Dmg/Rchg(15), SDoArach-Acc/Dmg/Rchg(42), SDoArach-Dmg/EndRdx/Rchg(43), SDoArach-Acc/Dmg/EndRdx/Rchg(43)
    Level 4: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def(40)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(11)
    Level 8: Follow Up -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(34), GSFC-Rchg/EndRdx(37)
    Level 10: Aid Other -- Numna-Heal(A), Numna-Heal/EndRdx(27), Numna-Heal/EndRdx/Rchg(42)
    Level 12: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(34), SDoArach-Rchg/DmgFear%(34)
    Level 14: Fly -- Winter-ResSlow(A)
    Level 16: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(36), Dct'dW-Heal/Rchg(37), Dct'dW-EndRdx/Rchg(39), Dct'dW-Rchg(39), IntRdx-I(40)
    Level 18: Slash -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(19), Hectmb-Acc/Dmg/Rchg(19), Hectmb-Acc/Rchg(23), Hectmb-Dmg/EndRdx(23)
    Level 20: Mask Presence -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21)
    Level 22: Foresight -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(27), Aegis-ResDam(33), Aegis-ResDam/EndRdx(36), S'fstPrt-ResDam/Def+(36), LkGmblr-Rchg+(43)
    Level 24: Mind Link -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/Rchg(25)
    Level 26: Mental Training -- Flight-I(A)
    Level 28: Smoke Grenade -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(29), DarkWD-Rchg/EndRdx(29), DarkWD-ToHitDeb/EndRdx(31)
    Level 30: Placate -- RechRdx-I(A), RechRdx-I(31)
    Level 32: Tactical Training: Assault -- EndRdx-I(A)
    Level 35: Indomitable Will -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(37)
    Level 38: Soul Tentacles -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(46), Ragnrk-Acc/Rchg(46), Ragnrk-Dmg/EndRdx(46), Ragnrk-Knock%(50)
    Level 41: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(42), DarkWD-ToHitdeb/Rchg/EndRdx(48), DarkWD-Rchg/EndRdx(48)
    Level 44: Summon Widow -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(45), S'bndAl-Acc/Dmg/Rchg(45), S'bndAl-Acc/Rchg(45), S'bndAl-Dmg/EndRdx(50), S'bndAl-Build%(50)
    Level 47: Assault -- EndRdx-I(A)
    Level 49: Tactical Training: Vengeance -- LkGmblr-Rchg+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- QckFt-EndRdx/RunSpd(A)
    Level 1: Conditioning
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(5), RgnTis-Regen+(5), Mrcl-Rcvry+(7), Mrcl-Heal(39)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), EndMod-I(3)
    Level 0: Born In Battle
    Level 0: High Pain Threshold
    Level 0: Invader
    Level 0: Marshal
    ------------
    ------------



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  5. Quote:
    ... Seems to be an awful lot of +HP and +Regen here. Is the impact that huge? ...
    Short answer: It can be, particularly when solo (vs higher difficulties and foes).

    Longer answer: For me, when building any SR character, it can be broken into 2 large steps. First building to reach the soft cap. Then it forks into 2 overall choices. Focusing on either building for recharge (offense) or building for survival/mitigation (defense). It'll be blurred more on DM than it would on my Claws (or most of the rest of the primaries) because of Siphon Life. Adding large amounts of +max health/+regen can push ones Total Health and Regen up to 2000+ and upwards of 30hp/sec regen. I can very much note the difference between my Claws/SR scrapper and my several other */SR scrappers and brutes. They are all soft capped but only my Claws has a build that pushes max health and regen hard (latest build has 2088 health and 31.67 hp/sec regen). Compare that to my Fire/SR brute sitting around 1500 health and 18 hp/sec (lack of accolades and max health focus) and yes I do notice it, especially running solo at higher difficulties and foes.

    Doomguide
  6. Hmm, can't use your Data Link Zombie Man.

    Doomguide
  7. Doomguide

    Twilights Grasp?

    It should stack. There is no "Effect does not stack from same caster" notation in Mids nor does City of Data indicate anything other than it "Ignores Enhancement and Buffs"

    http://tomax.cohtitan.com/data/power...Twilight_Grasp

    Doomguide
  8. That would be my understanding as well. And is backed up by Mids which displays your total threat level (View Totals>>Misc Buffs). On my SR scrapper toggling on Super Speed causes my threat level to go from 300% to 200%, removing or adding the Celerity +stealth IO in SS has no effect on Threat but does effect my PvE and PvP stealth values. It is also among the effects listed under Super Speed's Data View (-100% threat).

    As I recall your current Threat Level is also displayed by Combat Attributes in game (and I would guess any modifiers to it are also indicated but I can't check that out currently).

    Doomguide

    Edit: I don't recall any IO's which effect Threat, only powers.
  9. Well won't help the way a strong buffer or debuffer would with powers but will help with tactics and with utilizing the Incarnate boosts (alternating Rebirth or Barrier for instance)

    Anyway here's a quickly done build. Essentially I "flipped to alternates", moved slots around and dropped CP for CJ to give you some ideas on what you could do. If you want to stay Purple IO free just swap out for the IO set(s) of choice or consider them very long term goals. With Agility one doesn't need the Glad proc either to stay soft capped. I also pretty much assume this build is going to run endgame content exclusively (i.e level 45+ content). Focused Acc is toggled off to help with end usage/net recovery. Also note using enhancement boosters on the single recharge in Hasten makes a several second drop in recharge time (from within a sec of perma to safely so).

    Doomguide

    Hero Plan by Mids' Hero Designer 1.958
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Evangaurt_Alternate1 (v1.00.i23 Incarnate): Level 50 Mutation Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Lunge -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(40)
    Level 1: Focused Fighting -- RedFtn-Def(A), RedFtn-Def/EndRdx(25), RedFtn-Def/EndRdx/Rchg(39), RedFtn-EndRdx(40), RedFtn-Def/Rchg(43), Ksmt-ToHit+(43)
    Level 2: Focused Senses -- RedFtn-Def(A), RedFtn-Def/EndRdx(5), RedFtn-Def/EndRdx/Rchg(7), RedFtn-Def/Rchg(7), RedFtn-EndRdx(9)
    Level 4: Spine Burst -- Oblit-Dmg(A), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(13), ImpSwft-Dam%(50)
    Level 6: Super Jump -- ULeap-Stlth(A)
    Level 8: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx(27)
    Level 10: Build Up -- RechRdx-I(A), RechRdx-I(42)
    Level 12: Practiced Brawler -- EndRdx-I(A)
    Level 14: Impale -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(31), Apoc-Acc/Rchg(34), Apoc-Dmg/EndRdx(37), Apoc-Dam%(37)
    Level 16: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(34)
    Level 18: Quills -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(19), Armgdn-Acc/Rchg(19), Armgdn-Dmg/EndRdx(21), Armgdn-Dam%(21), FotG-ResDeb%(23)
    Level 20: Quickness -- Run-I(A)
    Level 22: Hasten -- RechRdx-I(A)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Ripper -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(27), SScrappersS-Acc/Dmg/Rchg(29), SScrappersS-Dmg/EndRdx/Rchg(29), SScrappersS-Acc/Dmg/EndRdx/Rchg(31), SScrappersS-Rchg/+Crit(50)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(40), TtmC'tng-ResDam/EndRdx(46), TtmC'tng-ResDam/EndRdx/Rchg(50)
    Level 30: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 32: Throw Spines -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(33), Ragnrk-Knock%(34)
    Level 35: Evasion -- RedFtn-Def(A), RedFtn-Def/EndRdx(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def/Rchg(36), RedFtn-EndRdx(37)
    Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
    Level 41: Focused Accuracy -- GSFC-ToHit/Rchg/EndRdx(A), GSFC-ToHit/EndRdx(42), GSFC-Rchg/EndRdx(42)
    Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(45), P'Shift-End%(45), RgnTis-Heal/EndRdx(46), RgnTis-Heal/Rchg(46), RgnTis-Regen+(48)
    Level 47: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 49: Elude -- Winter-ResSlow(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(17), Mrcl-Rcvry+(25), Numna-Regen/Rcvry+(31), Numna-Heal(43), Numna-Heal/EndRdx(45)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(9), P'Shift-EndMod/Acc(15), P'Shift-End%(23)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Agility Radial Paragon
    Level 50: Assault Radial Embodiment
    Level 50: Reactive Radial Flawless Interface
    Level 50: Rebirth Radial Epiphany
    ------------



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  10. Quote:
    Originally Posted by SonicRemedy View Post
    Really, to be honest I would just be happy if I could perma my Auras. Those two powers are just so dang tasty

    As for Empathy, as a whole, I love the set. Sure its not "teh uberest omg droolz" but that doesn't make it bad either. I mean, if you see a well played one it is a true work of defender art. Now, that doesn't mean it couldn't be tweaked but it should stay as a purely buff set as it is now. Its just what makes it feel right I think.
    Indeed perma Auras and several of my Emps while they wouldn't be solo monsters would solo quite readily. Right now the thing that truly slows them down when solo is Aura downtime especially Regen Aura ... amazing what a 6 fold increase in one's regeneration can do (from around 10 hp/sec to over 60 hp/sec) when you add in defense and resistance on top of it. Top that with crashless nukes, insta snipes and let's not forget 80ft T3 blasts ... yummy.

    Doomguide
  11. Quote:
    Hey Thanks for the ideas Deadboy!
    I took your build and tweaked it a bit giving it more +Recharge (61.25%), swapping out Fly for Concealment since I don't fly well in the game, plus with Concealment you can load up on Luck of the Gamblers +global recharge.

    But can anyone confirm that Mid's is right when it adds the +Rech buff to your player when you slot it in Grant Invis?

    Question, if you have a certian type of defence, i.e. Smashing/Leathal does that defend against those types of dmg regardless of whether it's coming in from range or from melee?
    Yes if you are asking if the LotG +7.5% recharge in GI should buff your global recharge then yes provided your current level is within 3 of the LotG IO ... hence why I tend to always slot level 25 on the special LoTG as I will then have the global bonus when exemplar down to as low as level 22.

    http://paragonwiki.com/wiki/Set_Enha...pecial_Effects

    The game always uses the highest value of defense you have. So if the attack is typed Smash/Ranged the game will use the highest of the your 2 values either your Smashing defense or your Ranged defense. So yes Smashing defense will apply vs both Ranged and Melee attacks (and AoE for the matter) if it is your best defense value and the attack is typed Smashing_Attack. For example, my blasters Bone Smasher power is typed Melee_Attack, Smashing_Attack and Energy_Attack. The game will check and see which of those 3 defense values is greatest on her target and apply that defense to see if the blow lands.

    Doomguide
  12. Quote:
    Originally Posted by Evangaurt View Post
    I kept elude out of a bit of nostalgia, I guess. This toon was my first. I prefer having a travel power, but if it means a better build, I am willing to lose it.
    ... <snip> ...

    It is worth noting that I pretty much never solo (Girlfriend also plays, if I am on, most likely she is on as well), and this toon is a level 50, and don't really wander into DA unaccompanied. Solo play is less of a concern. I will try to do a write up of his current build, so I can give a good compare and contrast.
    What AT (or AT's) does she join you with? Obviously what she plays could make a huge difference in what you really need/want in the build as it sounds like she is almost always there on your league/team/duo if you are willing to build assuming she would be there to supply "x".

    Doomguide
  13. Doomguide

    Regen Scrapper

    Honestly of the 3 I'd place the Shield Wall +3% resist(all) and drop/forget about one of the others. 3% represents a fairly tiny amount a damage of an incoming attack. If you were to get hit by a 2000 damage psi attack 3% is going to amount to roughly 1 to 1.5 seconds of your base passive regen (no regen from IH or Rebirth or an Emps RegenA etc.) So if the slots are tight (which they are) go for the IO that covers all the incoming damage types not just psi first then worry about specific types.

    In addition to Hasten I'd also consider swapping to Soul Mastery. Shadow Meld is an excellent way to boost your defense for taking an Alpha strike and is +defense (all). Between Shadow Meld, Eye of Magus, MoG and Barrier one can stay pretty much soft capped at all times by cycling through them if you have almost any defense to build on.

    Incarnate--My playtime over the last year has been seriously curtailed ... but I still like the look of Spiritual over other choices for the Alpha slot but given my playtime there might be something out there folks are doing now that I haven't caught wind of.

    Also most of my experience is with Broadsword/Regen and not as much with Katana but here's my work in progress on my Broadsword/Regen much of it ought to translate fairly well over to Katana.

    Doomguide

    Hero Plan by Mids' Hero Designer 1.958
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Silhouette BroadswordRegen (v2.00.i23 Incarnate): Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Regeneration
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Teleportation
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Hack -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(11), Achilles-ResDeb%(23)
    Level 1: Fast Healing -- Heal-I(A)
    Level 2: Reconstruction -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(9), Dct'dW-Heal/Rchg(17), Dct'dW-EndRdx/Rchg(19), Dct'dW-Rchg(31)
    Level 4: Slice -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(5), SScrappersS-Acc/Dmg/Rchg(5), SScrappersS-Dmg/EndRdx/Rchg(19), SScrappersS-Acc/Dmg/EndRdx/Rchg(23), SScrappersS-Rchg/+Crit(31)
    Level 6: Quick Recovery -- EndMod-I(A), P'Shift-EndMod(7), P'Shift-End%(9)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(43)
    Level 10: Parry -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(11), Hectmb-Acc/Rchg(13), Hectmb-Dmg/EndRdx(13), Hectmb-Dam%(40), LkGmblr-Rchg+(40)
    Level 12: Super Speed -- Clrty-Stlth(A)
    Level 14: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(15), Dct'dW-Heal/Rchg(15), Dct'dW-EndRdx/Rchg(21), Dct'dW-Rchg(31)
    Level 16: Integration -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(17)
    Level 18: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(29)
    Level 20: Recall Friend -- Winter-ResSlow(A)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 24: Whirling Sword -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(25), Armgdn-Acc/Rchg(25), Armgdn-Dmg/EndRdx(43), Armgdn-Dam%(50)
    Level 26: Disembowel -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(48)
    Level 28: Instant Healing -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(29)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(34), GA-ResDam(46), GA-End/Res(46)
    Level 32: Head Splitter -- Oblit-Dmg(A), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Rchg(34), FotG-ResDeb%(34)
    Level 35: Dark Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(43), Apoc-Dam%(48)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/Rchg(42), RechRdx-I(50)
    Level 44: Soul Storm -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(45), UbrkCons-Acc/Rchg(45), UbrkCons-EndRdx/Hold(45), UbrkCons-Dam%(46)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
    Level 49: Resilience -- ResDam-I(A), ResDam-I(50)
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
    Level 1: Critical Hit
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Reactive Radial Flawless Interface
    Level 50: Barrier Core Epiphany
    Level 50: Melee Core Embodiment
    Level 50: Spiritual Core Paragon
    ------------



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  14. Quote:
    Originally Posted by Yoru-Hime View Post
    You've built a healer, not a defender.

    Look, early on you can play like this. Other mitigation methods haven't fully matured, so there's generally need for healing in most every situation. In the mid to late game, this won't always be true.

    What do you plan to do when the Force Fielder has the team's defense soft-capped and then some or the Dark/Dark Corruptor has rendered the foe incapable of hitting the broad side of the proverbial barn? What are you going to offer the team if no one needs healing or endurance at the moment? Fortitude and the pitiful damage of an under-slotted Snap Shot? Witty one-liners? You've gutted your entire secondary and really haven't gotten much in return.
    This,

    I'll even go so far as to expand on this part -> "Look, early on you can play like this." You could get away with it yes, but out of my 6 level 50 Emps (and several more 40+), 5 defenders and 1 controller, when my friends got in trouble many moons ago in the Hollows the "Emp" I grabbed was the controller for his holds, immobilizes and quicksand as much as his heals. Low level Emps don't yet have Recovery Aura and even if they do the recharge is likely still long leaving lots of downtime. Vigilance can only do so much to keep those heals firing off as the Emp himself bleeds endurance trying to keep up when the team pulls waaay too many foes down on itself ... at that point a well place patch (quicksand) or mez can do wonders. I think folks tend to overlook that spamming heals is a very end intensive proposition. I could run 3 Hurricanes or Rad toggles (at least) for the end/sec cost of spamming HA (which in the above build is 1.41 end/sec and over 2 end/sec in the Incarnated build below).

    Here's one possible Empathy/Archery build. There's been a couple other threads recently with Emp/Arch builds in them as well.

    Doomguide

    Hero Plan by Mids' Hero Designer 1.958
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    EmpathyArchery (v1.00.i23 Incarnate): Level 50 Natural Defender
    Primary Power Set: Empathy
    Secondary Power Set: Archery
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(31), Dct'dW-EndRdx/Rchg(42), Dct'dW-Rchg(42)
    Level 1: Snap Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(31), Dev'n-Hold%(46)
    Level 2: Aimed Shot -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(31), Dev'n-Hold%(50)
    Level 4: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(15)
    Level 6: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(43), Dct'dW-Heal/Rchg(43), Dct'dW-EndRdx/Rchg(43), Dct'dW-Rchg(46)
    Level 8: Fistful of Arrows -- SDefendersB-Acc/Dmg(A), SDefendersB-Dmg/Rchg(9), SDefendersB-Dmg/EndRdx/Rchg(9), SDefendersB-Acc/Dmg/EndRdx(13), SDefendersB-Acc/Dmg/EndRdx/Rchg(21), SDefendersB-Rchg/Heal%(42)
    Level 10: Blazing Arrow -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(11), Apoc-Acc/Rchg(11), Apoc-Dmg/EndRdx(13), Apoc-Dam%(21)
    Level 12: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(25), LkGmblr-Def(46)
    Level 14: Super Speed -- Zephyr-ResKB(A), Winter-ResSlow(15)
    Level 16: Clear Mind -- Range-I(A)
    Level 18: Recovery Aura -- RechRdx-I(A), Efficacy-EndMod/Rchg(19), P'Shift-EndMod/Rchg(19)
    Level 20: Assault -- EndRdx-I(A)
    Level 22: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(23), GSFC-ToHit/EndRdx(23)
    Level 24: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(25)
    Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-Heal/Rchg(27), Dct'dW-EndRdx/Rchg(40), Dct'dW-Rchg(40)
    Level 28: Ranged Shot -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(29), Mantic-Dam%(29), Mantic-Dmg/ActRdx/Rchg(37), Mantic-Dmg/EndRdx/Rchg(37)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(34)
    Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(33), Dct'dW-Heal/Rchg(33), Dct'dW-EndRdx/Rchg(33), Dct'dW-Rchg(34), Efficacy-EndMod/Rchg(34)
    Level 35: Stunning Shot -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(36), Amaze-ToHitDeb%(37)
    Level 38: Rain of Arrows -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg/EndRdx(39), Ragnrk-Knock%(40)
    Level 41: Vengeance -- LkGmblr-Rchg+(A)
    Level 44: Soul Drain -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(45), Armgdn-Acc/Rchg(45), Armgdn-Dmg/EndRdx(45), Armgdn-Dam%(48)
    Level 47: Dark Embrace -- GA-ResDam(A), GA-End/Res(48), GA-Res/Rech/End(48)
    Level 49: Power Boost -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 1: Vigilance
    Level 2: Rest -- EndMod-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A)
    Level 50: Spiritual Core Paragon
    Level 50: Spectral Core Flawless Interface
    Level 50: Clarion Radial Epiphany
    Level 50: Control Radial Embodiment
    ------------



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  15. What powers and abilities are you set on having? For instance, okay with Ninja Run as travel power? Do you wish to keep Elude (presumably for Incarnate work)? Anything you wish you could have in the build?

    If you haven't got them work on getting all the power accolades.

    If I were to work towards a single expensive IO it would be a Glad proc.

    I'd either drop Hasten or work towards more substantial global recharge.

    I'd want to not have to choose Cardiac for my Alpha boost to have reasonable end usage. I'd prefer Agility or Musculature.

    I'd like more max health and regen. High level, higher relative rank (+3's and particularly +4's) are going to do painful things especially when solo. I will admit I am not sure (since I do not have a high level spines myself) how much the slow effects will help make up for the relatively low passive regen. I do know my Fire/SR brute takes a terrible beating compared to my Claws/SR scrapper ... and the major differences between them are max health and passive regen as both are soft capped.

    Doomguide
  16. Quote:
    Originally Posted by Zapping View Post
    Thank you everyone for the advice. I'll go back and incorporate it into my build.

    Any recommendations on incarnate types to focus on? I was looking at either end, recharge or damage for the alpha slot.
    Agree with basically everything Draggynn has said. Incarnate wise I'd be strongly looking at Agility Core (Endmod, Recharge, Defense) or Agility Radial (adds some movement boosts). Haven't got back to adding in Hasten yet but this is something along the lines of where I might head trying to stick to your power selections ... I did swap out Power Sink (which I really didn't want to do) for Maneuvers (to get to 32.5% or above for ranged and AoE defense) and dropped Thunder Clap for Short Circuit. If I'm going to get in melee range (or be forced) where I could use TC I'll go for sucking them dry and damage along with giving them a blast with Hurricane. And for thought here it is. Also enhanced Tactics enough so with Kismet the build could go with "insta sniping" via Zapp.

    PS (edit): And further down the Incarnate line I'd be looking at Clarion Radial for the "special" power boost like effect. Makes Short Circuit extremely effective and without notable resistance to end drain SC will one shot drain them dry and turns Hurricane in to a nightmare for anything not very resist to To Hit debuffs.

    Doomguide

    Hero Plan by Mids' Hero Designer 1.958
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Zapping_Alternate1 (v1.00.i23 Incarnate): Level 50 Mutation Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Electrical Blast
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: O2 Boost -- Mrcl-Heal(A), Mrcl-Heal/Rchg(3)
    Level 1: Charged Bolts -- EndMod-I(A)
    Level 2: Lightning Bolt -- DefendersB-Acc/Dmg(A), DefendersB-Dmg/Rchg(3), DefendersB-Dmg/EndRdx/Rchg(5), DefendersB-Acc/Dmg/EndRdx(5), DefendersB-Acc/Dmg/EndRdx/Rchg(9), DefendersB-Rchg/Heal%(9)
    Level 4: Snow Storm -- EndRdx-I(A)
    Level 6: Steamy Mist -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(7), Aegis-ResDam/EndRdx/Rchg(7), LkGmblr-Rchg+(11), LkGmblr-Def/EndRdx(15)
    Level 8: Hover -- LkGmblr-Rchg+(A)
    Level 10: Freezing Rain -- RechRdx-I(A), UndDef-Rchg/EndRdx(11), LdyGrey-Rchg/EndRdx(13), Achilles-ResDeb%(19)
    Level 12: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(13), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-Rchg/EndRdx(17)
    Level 14: Fly -- Winter-ResSlow(A), Zephyr-ResKB(21)
    Level 16: Aim -- RechRdx-I(A)
    Level 18: Assault -- EndRdx-I(A)
    Level 20: Zapp -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(21), Mantic-Dmg/ActRdx/Rchg(23), Mantic-Dmg/EndRdx/Rchg(27), Mantic-Dam%(31)
    Level 22: Ball Lightning -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(29), Det'tn-Dmg/Rchg(31), Det'tn-Dmg/Rng(36), Det'tn-Dmg/EndRdx/Rng(36), EndMod-I(37)
    Level 24: Short Circuit -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(25), Armgdn-Dmg/Rchg(25), Efficacy-EndMod(37), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(43)
    Level 26: Tornado -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(34), BldM'dt-Acc/Dmg/EndRdx(40), BldM'dt-Acc(40), BldM'dt-Dmg(43)
    Level 28: Tesla Cage -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(42), Lock-%Hold(42)
    Level 30: Combat Jumping -- Ksmt-ToHit+(A)
    Level 32: Lightning Storm -- Apoc-Acc/Dmg/Rchg(A), Apoc-Dmg/Rchg(33), EndMod-I(33), Apoc-Acc/Rchg(33), Apoc-Dmg/EndRdx(34), Apoc-Dam%(34)
    Level 35: Voltaic Sentinel -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(36), BldM'dt-Acc/EndRdx(37), BldM'dt-Acc/Dmg/EndRdx(42), BldM'dt-Acc(43), BldM'dt-Dmg(46)
    Level 38: Thunderous Blast -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(39), Ragnrk-Acc/Rchg(39), Ragnrk-Acc/Dmg/Rchg(40)
    Level 41: Electric Fence -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(45), GravAnch-Acc/Rchg(46), GravAnch-Immob/EndRdx(46), GravAnch-Hold%(48), Dev'n-Hold%(48)
    Level 44: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/EndRdx/Rchg(45), S'fstPrt-ResDam/Def+(50), GA-3defTpProc(50)
    Level 47: Maneuvers -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(48)
    Level 49: Tactics -- AdjTgt-ToHit/EndRdx(A), GSFC-ToHit/EndRdx(50)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 1: Vigilance
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 4: Swift -- Run-I(A)
    Level 4: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23)
    Level 4: Hurdle -- Jump-I(A)
    Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod(15), EndMod-I(19)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Agility Radial Paragon
    ------------



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  17. Doomguide

    Regen Scrapper

    First thought is needs more +recharge less +regen and +max health.

    Second thought, lots of powers 6 slotted such as several purple sets for minimal gain ... meaning no slots left for Gambler's Cut. I'd want Gambler's Cut 6 slotted. (GC>SD>GC>GD rinse repeat)

    Third, no Hasten. See thought #1. Doable without Hasten but makes getting global recharge up there harder. Want solid global recharge for perma Dull Pain and minimizing downtime on the rest of your clicks (IH, MoG, Recon)

    Fourth, lower than I'd like on accuracy vs +4 foes thou you do have FA on tap.

    Fifth, Divine Avalanche get it into ED effects for damage then slot for +defense. Every time you have to use DA your damage output drops, slotting for damage minimizes this reduction. Still capable of double stacking to soft cap melee and lethal defense.

    Sixth, find spots for Kismet +6% and Winter's Gift slow resist(20%). Kismet will help avoid needing to run FA and paying its end cost. Winter's Gift will help vs one of /Regen's weak points getting recharge debuffed.

    Seventh, speaking of special IO's ... Steadfast resist/+3%defense and Glad +3%defense. I'd be trying to get both in the build. Not getting hit at all always trumps resisting what does hit at least as far as putting the SW +3%resist vs Steadfast or Glad defense IO's.

    A last oddball thought. I get trying to gain the +range defense for 6-slotting Numina's, but this is either another arguement for perma DP or for moving the whole 6 slots to a power that will recharge in 120 seconds or less. The Numina +recovery/+regen will boost you after you click ... but only for 120 seconds after you click. Meaning for 30 seconds or so you lose all benefit from the proc (other than the set bonus for +defense(ranged))

    After some relatively quickly done changes (but only to slotting, enhancement/IO choices and level taken) here's the build incorporating some of what I've mentioned. Ideally I'd work in Hasten and likely more defense of some sort ... probably S/L if staying with Body Mastery.

    Doomguide

    Hero Plan by Mids' Hero Designer 1.958
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Seryn Zatos_Alternate1 (v1.00.i23): Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Regeneration
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(36), Achilles-ResDeb%(37)
    Level 1: Fast Healing -- Heal-I(A), Heal-I(50)
    Level 2: Reconstruction -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(3), Dct'dW-Heal/Rchg(5), Dct'dW-EndRdx/Rchg(7), Dct'dW-Rchg(7)
    Level 4: Quick Recovery -- EndMod-I(A), P'Shift-EndMod(5), P'Shift-End%(31)
    Level 6: Assault -- EndRdx-I(A)
    Level 8: Divine Avalanche -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(15), C'ngImp-Dmg/Rchg(21), LkGmblr-Rchg+(23)
    Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(11), Dct'dW-Heal/Rchg(11), Dct'dW-EndRdx/Rchg(13), Dct'dW-Rchg(13), RechRdx-I(43)
    Level 12: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40)
    Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Winter-ResSlow(46), Ksmt-ToHit+(46)
    Level 16: Integration -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(17), Dct'dW-Heal/Rchg(17), Dct'dW-EndRdx/Rchg(19), Dct'dW-Rchg(19)
    Level 18: The Lotus Drops -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(23), SScrappersS-Acc/Dmg/Rchg(25), SScrappersS-Dmg/EndRdx/Rchg(25), SScrappersS-Acc/Dmg/EndRdx/Rchg(48), SScrappersS-Rchg/+Crit(48)
    Level 20: Resilience -- ResDam-I(A), ResDam-I(37)
    Level 22: Kick -- Empty(A)
    Level 24: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(31), GA-ResDam(37), GA-3defTpProc(40)
    Level 26: Soaring Dragon -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(27), Hectmb-Acc/Rchg(27), Hectmb-Dmg/EndRdx(34), Hectmb-Dam%(34)
    Level 28: Instant Healing -- RechRdx-I(A), Dct'dW-Heal/Rchg(29), Numna-Heal/Rchg(29)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(39)
    Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), FotG-ResDeb%(50)
    Level 35: Focused Accuracy -- AdjTgt-ToHit/EndRdx(A), GSFC-ToHit/EndRdx(36)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(39), RechRdx-I(50)
    Level 41: Laser Beam Eyes -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43)
    Level 44: Energy Torrent -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46)
    Level 47: Physical Perfection -- P'Shift-EndMod(A), P'Shift-End%(48)
    Level 49: Build Up -- RechRdx-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(31), EndMod-I(39)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    ------------



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  18. Some of my favorites:

    Traps/* works well in the middle of things, lends itself well to high defense with mez protection built in --> hence good solo ability
    Cold/Ice, Cold/Fire, Cold/Sonic. Cold is a very strong debuffer. Cold/Sonic can make hard targets whimper
    Storm/* steeper learning curve but lots of offense in the primary.
    Dark/* as others have said can play very controller like. A traditionally strong solo character.
    And while not everyone's cup of tea I love my Empaths. Worth noting that if you can find or have a reliable partner to duo with there's perhaps nothing quite as potent as an Empathy duo ... so good your worst enemy post 32nd will be boredom.

    Doomguide (quickly posting before another update eats his post)
  19. Bah ... make sure you check to see what I left still toggled on etc. when looking at my build in Mids. Lots of various things to keep me busy clicking between attacks.

    As for the kb question ... 12 is probably plenty 99% of the time and with the more defense you get the more it heads to overkill territory (or YMMV). Generally folks will shoot for either 4 or 12 as having *cough* 7 (like mine just happen to pick up) or 8 is usually either 'too much' or not enough depending on one's foes. With a solid defense build 4 is likely what I'd shoot for.

    Doomguide
  20. Quote:
    Originally Posted by IroncladPhalanx View Post
    So switch out for example the Apocolype-Damage IO for the proc in the same set?
    Yep, so if 5 slotted you would have the Apoc damage IO missing. The reason is ED. Procs bypass the effect of ED and you end up with a higher average damage with the proc than with the straight damage IO. Swapping any other IO of the set instead tends to end up a poor trade in another enhancement value in the power (i.e. recharge, endred, acc or more than one of these). Using the full 6 is also usually not recommended primarily because the slot is more than likely of greater value used elsewhere in the build or for slotting something else altogether such as an Achilles -resist IO.

    Here's my own plans (not yet built) for renovating my old Fire/Energy blapper. Generally she'd open at range with her Fire attacks moving in to finish survivors with her Energy melee attacks. Still working on whether or not to try to squeeze Blazing Bolt back in (in light of the snipe changes coming up). Her live build (mostly SO's and Legacy Fitness ... showing her age *grin*) has Blazing Bolt so I will likely initially use her second build and see how the snipe changes feel.

    Hero Plan by Mids' Hero Designer 1.958
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Soulfire Lily_FireBlastEnergyManipulation (v1.00.i23 Incarnate): Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Fire Blast -- SBlastersW-Acc/Dmg(A), SBlastersW-Dmg/Rchg(3), SBlastersW-Acc/Dmg/Rchg(5), SBlastersW-Acc/Dmg/EndRdx(21), SBlastersW-Acc/Dmg/EndRdx/Rchg(45), SBlastersW-Rchg/Dmg%(46)
    Level 1: Power Thrust -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(27)
    Level 2: Fire Ball -- JavVoll-Acc/Dmg(A), JavVoll-Dam/Rech(3), JavVoll-Dam/End/Rech(7), JavVoll-Acc/End/Rech(31), JavVoll-Acc/Dmg/End/Rech(43)
    Level 4: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(13)
    Level 6: Flares -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(46), Apoc-Dam%(46)
    Level 8: Rain of Fire -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(9), Ragnrk-Acc/Rchg(29), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
    Level 10: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43)
    Level 12: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(13)
    Level 14: Super Speed -- Clrty-Stlth(A), Winter-ResSlow(15)
    Level 16: Conserve Power -- RechRdx-I(A), RechRdx-I(17)
    Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(25), Thundr-Dmg/EndRdx/Rchg(25)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(27)
    Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(40)
    Level 24: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(40), S'fstPrt-ResKB(40)
    Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(29)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 32: Inferno -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 38: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
    Level 41: Char -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42)
    Level 44: Fire Shield -- GA-ResDam(A), GA-End/Res(45), GA-3defTpProc(45)
    Level 47: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(48), EndRdx-I(48)
    Level 49: Vengeance -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50), LkGmblr-Rchg+(50)
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37)
    Level 1: Defiance
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- EndMod-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(17)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(34), P'Shift-EndMod/Rchg(34), P'Shift-End%(36)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Call to Justice
    Level 50: Agility Core Paragon
    Level 50: Pyronic Radial Final Judgement
    Level 50: Reactive Core Flawless Interface
    Level 50: Melee Radial Embodiment
    Level 50: Ageless Radial Epiphany
    ------------



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    Doomguide
  21. Quote:
    Originally Posted by Yoru-Hime View Post
    I gave this a shot, ...
    The build is Incarnate Softcapped to Melee and AoE and just short on Ranged. Shift a slot from Stamina to Evasion and you can cover that last bit of Ranged easily, though. ...
    The other way to get there without shifting any enhancements/slots around is via enhancement boosters. Make most (or all) of the +defense powers +5 with boosters and range defense will come in lowest at 59.4%.

    My concern, if one of the above builds were my build, is the max health (and with it the passive regen). For SR one of your big weaknesses is a large single hit greater than your current health (or a lucky large double tap) and/or one that leaves you very low on health where the likelyhood of the next hit occurring before you sufficiently recovery enough health is significant. Rebirth helps plug the second hole but really only more max health will stop a large single hit (or unlucky back to back hit) from an endgame AV. The builds above have gained the incarnate softcap and high recharge in exchange for max health and regen. So the real question is while tweaking the build how much +max health and +regen you can get while keeping the i-capped defense and recharge. I personally tend to shoot for 1850+ health and high 20's hp/sec passive regen. Not sure one can, in particular, stay at the i-soft cap and reach those numbers making the next question a YMMV sort of whether it's worth reaching the i-soft cap without outside buffs since +defense buffs seem quite prevalant.

    Doomguide
  22. Some quick thoughts:

    Not how I would have done it but it works

    Getting a hold of a Glad +3% proc would free up several slots (out of Tactics, for example) you could then use elsewhere.

    Consider changing out to either Agility Core (or Radial) Paragon or Musculature Radial Paragon. Any of the three should keep you good for end usage while providing other benefits to the build. Agility gives more recharge and more defense. The build is within shooting range of hitting the incarnate soft cap of 59% for melee and almost any sort of outside buff for range or AoE defense with Agility (and a some enhancement boosters). Musculature would give you more damage rather than more defense.

    Place the Scrapper ATO somewhere ... Flashing Steel involves the least other changes to the build. And that change puts you from within a couple seconds off perma Hasten to true perma Hasten (and does so outside of Incarnate boosts). It also would keep you from breaking the rule of 5. Currently one of your +5% recharge set bonuses is excess.

    It's been awhile but I think you want the recharge in Golden Dragonfly down to 3.43 seconds to run the high end attack chain (GC>SD>GC>GD) ... I think. Might need to tweak the slotting in Soaring Dragon as well for better enhancement if you go that way ... beyond my sleep deprived brain for now.

    Doomguide
  23. Quote:
    Originally Posted by Ironblade View Post
    Clearly, you have no freaking clue.
    The knee-jerk reaction to the word "healer" is in the context of a team leader saying, "We can't start until we get a healer." This is the mark of an idiot, just like "We can't start until we get a tank." No single AT or powerset is ever vital to the success of a team.

    * With the possible exception of stuff like the Really Hard Way badge in the Magisterium trial, which was explicitly stated (by Positron) as one of the toughest tasks in the game which he did not even think was POSSIBLE to achieve until further Incarnate powers were released.
    This. Often accompanied by the "kick" button nailing the Forcefield or Stormie or other defender that somehow "snuck" onto the team when what they "really needed" was the almighty Healor and their Healz.

    And for me it's compounded by the irritation I tend to feel with what to me feels like an underlying assumption by the healer's player and moreso by the above mentioned idiots, that because it's a dedicated "healer" build that it is somehow better than my "offender" empath build at keeping teammates alive and healthy. Which 99.99% of the time is 100% rubbish.

    Doomguide
  24. My Green Machine Empaths are looking foward to a whole new level of meaning in the term "Rolling Nukes". My nukes are already commonly able to fire off close to or at the floor (72 seconds) while buffed by AB. The idea of 3 or 4 nukes going off EVERY spawn due to lowered recharge times (even if at slightly lowered base damage ... but still backed by 8 Assaults and 2+ Forts each) is just ... mind boggling.

    On the other hand got to find room now on most of them for the snipe.

    Doomguide
  25. Some thoughts:

    No, as I recall it takes fairly high levels (beyond perma Hasten) of recharge to run shriek>scream>shriek>scream. There's a recent thread about Sonic Blast that mentions it I believe.

    Psylenz makes some good points. Biggest problem I see is putting many of them in place unless you are willing to fall below the soft cap for range and aoe in particular, since you'd be losing the BotZ bonuses, or be willing to undergo a major rework of the build. I would myself, however, free up 2 slots (putting both in Poison Trap) by dropping the Regen Tissue +regen and dropping Stamina to 3 slots (which I'd slot generic Endmod, Perf Shifter Endmod and +End). You can also get away with slotting a generic Stun IO in OG. You have sufficient global accuracy combined with Tactics +to hit to not need accuracy in OG (and DC for that matter) to hit +4's. Using 4 Gaze of the Basilisk (plus whichever Lockdown helping overall enhancement) and swapping to 4 Clouded Senses could relatively painlessly add 13.75% global recharge.

    I'd also use Miracle for the +recovery and +max health rather than Numina's for +regen and +max health in Triage Beacon ... in general I'd personally chase +recovery over +regen. Either I'm chomping greens or using Triage Beacon for regaining Hit Points. Defender's lower max health means +regen gives you, in general, less bang for the buck than scrappers, brutes etc.. You go from roughly 9 hp/sec to 11hp/sec, for instance, by keeping the Regen Tissue +regen in the build ... and that's twice the +regen of grabbing the 12% regen for Numina's set bonus. Ensuring you recovery meets demand will be more vital to keeping upright.

    Your end usage looks reasonable ... and grabbing the +max end accolades would pretty much make end usage a non-issue.

    If it weren't for the upcoming changes to our nukes I'd also be thinking of swapping Dreadful Wail for Screech for the stacking stuns of Screech plus OG ... but a crashless nuke sounds like more fun unless you are willing to try and find a place for both.

    Doomguide