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Posts
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The "best" combo would be DM/SD, because it has the theoretically highest damage output (softcap is a matter of fact, but it does have a nice bonus to HP). However, reaching that DPS requires an obscenely expensive build.
In practice, anything/SD is a killer, as well as anything else that you can softcap and get a decent amount of recharge. /SD is arguably the most expensive one, /SR too is excellent and perhaps the cheapest choice, while /Regen is a true classic if the most engaging of all secondaries. Other sets should be able to solo AVs too, if perhaps with a bit more difficulty.
Of the primaries, anything except ElM and Spines should be fine (those two are AoE-centric and have poor ST damage, but could probably be built as to be capable of taking some AVs). -
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I have a lvl 50 BS/SD and he's absolutely awesome, but I have one gripe with him that is bugging me more and more over time so now I'm considering abandoning the toon in favor of a DM/SD. Anyway, you'll use Build Up -> Shield Charge -> Head Splitter a lot. After Shield Charge you have to redraw your sword, combined with the longish animation time of Head Splitter it can seem like an eternity and in good teams I often find the boss I'm targeting dead before I smack him. Irritating as hell.
Otherwise, BS/SD is golden. -
Originally I have intended for this toon to be a tankfender but on the way to 50 I've had too much fun with blasting, especially once I got Soul Drain, so I decided on a recharge build instead. There will be tanks to do the tanking anyway, and recharge also aids my debuffage greatly. I built as much recharge as possible without using the expensive purples, and then spent a few slots on defense.
The build is made for running TFs with exemping in mind, from Posi upwards. Debuffing and full utility support from the lowest levels are the purpose of this toon. Shadow Fall and Super Speed with the Celerity unique ensure stealth beaten only by snipers, while Recall Friend ensures full resurrection and transportation capabilities. I took stamina while leveling up at 30, I really didn't need it before then.
Once Soul Drain becomes available, decent damage capabilities come into the picture. I simply love the Soul Drain > Black Star > pop a blue > Dark Consumption > continue blasting chain and it has been invaluable a few times.
Moonbeam and Soul Transfer are really the only "optional" powers. There were a few situations where I wished I had Moonbeam, and could have used Soul Transfer several times during PUG TFs. I was considering taking Teleport and Team Teleport instead, but in the end I don't think two power picks are worth the little time I save with TT instead of RF. I could have taken Maneuvers as a LotG mule (or even run it) instead of one of them but that 7.5 recharge wouldn't help me that much. I even considered Assault for a bit of added damage, but additional toggles would put a dent in my end supply so I would have to juggle them. I'm still considering those two possibilities though.
So, with that in mind, what can I make better? Here's the build:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Count Gherhemeous: Level 50 Magic Defender
Primary Power Set: Dark Miasma
Secondary Power Set: Dark Blast
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Twilight Grasp -- Nictus-Heal/HP/Regen/Rchg:50(A), Nictus-Acc/Heal:50(3), Acc-I:50(3), Dct'dW-Heal/Rchg:50(5)
Level 1: Dark Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(5), Decim-Dmg/Rchg:40(7), Decim-Acc/EndRdx/Rchg:40(7), Decim-Acc/Dmg/Rchg:40(9)
Level 2: Tar Patch -- RechRdx-I:50(A), RechRdx-I:50(9), Slow-I:50(11)
Level 4: Darkest Night -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitDeb/EndRdx:50(11), DarkWD-ToHitdeb/Rchg/EndRdx:50(13), DarkWD-Rchg/EndRdx:50(13)
Level 6: Howling Twilight -- Amaze-Stun:50(A), Amaze-Stun/Rchg:50(15), Amaze-Acc/Stun/Rchg:50(15), Amaze-Acc/Rchg:50(17), Amaze-EndRdx/Stun:50(17)
Level 8: Shadow Fall -- S'fstPrt-ResDam/Def+:10(A), LkGmblr-Rchg+:50(19), LkGmblr-Def/EndRdx:50(19), LkGmblr-Def:50(21)
Level 10: Gloom -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(21), Decim-Dmg/Rchg:40(23), Decim-Acc/EndRdx/Rchg:40(23), Decim-Acc/Dmg/Rchg:40(25)
Level 12: Fearsome Stare -- Abys-Acc/Rchg:50(A), Abys-EndRdx/Fear:50(25), Abys-Acc/EndRdx:50(27), Abys-Fear/Rng:50(27), Abys-Acc/Fear/Rchg:50(29)
Level 14: Recall Friend -- Zephyr-ResKB:10(A), Zephyr-Travel:50(46), Zephyr-Travel/EndRdx:50(46)
Level 16: Hasten -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(31)
Level 18: Super Speed -- Clrty-Stlth:15(A), Zephyr-ResKB:10(46), Zephyr-Travel/EndRdx:50(50), Zephyr-Travel:50(50)
Level 20: Tenebrous Tentacles -- Posi-Acc/Dmg:20(A), Posi-Dmg/EndRdx:20(31), Posi-Dmg/Rchg:20(31), Posi-Dmg/Rng:20(33), Posi-Acc/Dmg/EndRdx:20(33)
Level 22: Night Fall -- Posi-Acc/Dmg:20(A), Posi-Dmg/EndRdx:20(33), Posi-Dmg/Rchg:20(34), Posi-Dmg/Rng:20(34), Posi-Acc/Dmg/EndRdx:20(34)
Level 24: Petrifying Gaze -- BasGaze-Acc/Hold:15(A), BasGaze-Acc/Rchg:15(36), BasGaze-Rchg/Hold:15(36), BasGaze-EndRdx/Rchg/Hold:15(36)
Level 26: Swift -- Run-I:50(A)
Level 28: Health -- Mrcl-Rcvry+:20(A)
Level 30: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(37), EndMod-I:50(37)
Level 32: Dark Servant -- HO:Endo(A), HO:Lyso(37), Lock-Rchg/Hold:50(39), Numna-Heal/Rchg:50(39), Dct'dW-Heal/Rchg:50(39), Heal-I:50(40)
Level 35: Moonbeam -- HO:Lyso(A)
Level 38: Blackstar -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(40), Oblit-Dmg/Rchg:50(40), Oblit-Acc/Dmg/Rchg:50(42), Oblit-Acc/Dmg/EndRdx/Rchg:50(42)
Level 41: Dark Consumption -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(42), Efficacy-EndMod/Acc/Rchg:50(43), Efficacy-Acc/Rchg:50(43), Efficacy-EndMod/Acc:50(43), Efficacy-EndMod/EndRdx:50(45)
Level 44: Dark Embrace -- Aegis-ResDam:25(A), Aegis-ResDam/EndRdx:25(45), Aegis-ResDam/Rchg:25(45)
Level 47: Soul Drain -- Oblit-Dmg:30(A), Oblit-Acc/Rchg:30(48), Oblit-Dmg/Rchg:30(48), Oblit-Acc/Dmg/Rchg:30(48), Oblit-Acc/Dmg/EndRdx/Rchg:30(50)
Level 49: Soul Transfer -- RechRdx-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
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Set Bonus Totals:- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 9.25% Defense(Fire)
- 9.25% Defense(Cold)
- 8.63% Defense(Energy)
- 8.63% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 10.5% Defense(Ranged)
- 10.8% Defense(AoE)
- 4.5% Max End
- 60% Enhancement(Accuracy)
- 2.75% Enhancement(Terrorized)
- 76.3% Enhancement(RechargeTime)
- 5% FlySpeed
- 99.2 HP (9.75%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 5.5%
- MezResist(Stun) 4.4%
- 15% (0.25 End/sec) Recovery
- 20% (0.85 HP/sec) Regeneration
- 5.67% Resistance(Fire)
- 5.67% Resistance(Cold)
- 10% RunSpeed
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I consider these powers to be absolutely essential:
one of Bash or Pulverize
Jawbreaker
Build Up
Clobber
Shatter
Crowd Control
Deflection
Battle Agility
True Grit
Active Defense
Against All Odds
Phalanx Fighting
Shield Charge
I consider these powers to be useless except for set muling:
one of Bash or Pulverize
One with the Shield
OwtS is nice, but I haven't yet encountered a situation where it was really needed.
Taunt, Whirling Mace and Grant Cover each have their uses. You don't need Taunt as a brute, but it comes in handy if you want to tank the "harder" TFs. Also takes some great sets. Whirling Mace has ok damage but nothing special. It's fine to have, fine to skip. Grant Cover is an interesting beast. If you wanna tank TFs, I'd strongly recommend it, especially for ITF. It grants you precious defense debuff resistance, and even if you get your hands on 3 Membrane Exposures for AD you might want it to max ddr. Personally, I'd never skip it on any of my brutes since I expect to tank all content because that is the only sure way you'll never lose fury. -
Quote:+1AAO buffs base damage, Scrapper base damage is high, Brute base damage is low. Scrapper wins.
SC and LR use pet damage caps, Brute easily hits the pet damage cap with enh, Fury and AAO so their higher damage cap doesn't factor in for SC and LR, Scrapper wins.
Higher Brute hp not a big factor since softcapped is softcapped, more or less a wash.
Fireball >>> Dark Obliteration or Ball Lightning, Scrapper wins.
As much as I love vills, SD and especially this combo is much, much better for Scrappers than Brutes.
/SD is the only set besides Stone Armor I don't even consider for my brutes, and I looooove SMASHING stuff. Brutes otherwise outperform scrappers with equivalent sets but with /SD that's numerically impossible, and indeed the other way arround. /SD does give brutes the best damage they can get, but when I compare it to a scrapper... I almost cry. -
The Perfect Zinger proc is the second best damage proc for slotting into attacks, after the purple ones (it does the least resisted damage type among procs, but the purple ones do more damage). AoE attacks are particularly good powers to put it in because it has a chance of working on every mob hit.
It will not add a lot of damage, but if you have slots to spare as well as space in your attacks after any sets, it's a fine addition to a build. -
Scrapper ElM/SD is way better than brute ElM/SD. Scrapper anything/SD is way better than brute anything/SD. The reason for that is the way damage bonuses work; they increase the base damage by a certain percent, and since scrappers have base damage that is significantly higher than brute base damage, they get more out of AAO.
Specifically, brutes get to scrapper level damage (considering equivalent slotting) by having fury add for example 80% or more of their base damage to their attacks. And then AAO adds another 50% on top of that - 50% of for example 100 (fictional scrapper base damage) is more than 50% of for example 50 (fictional brute base damage). So /SD scrappers do significantly more damage than /SD brutes.
There is an additional problem, and that's the way SC and LR are handled. They summon pseudopets that do the damage instead of the toon, and pseudopets are capped at a max of 400% damage. A scrapper will have for example +100% from slotting, +60% from AAO and +80% from BU, which added to the base damage of 100% equals 340%. No frets, LR/SC does a lot of damage. But our brute gets +100% from slotting, +60% from AAO, +80% from BU and +80% from fury which added to the base of 100% equals 420%, but the pseudopet is capped at 400% and a portion of damage is wasted. So not only do scrapper LR and SC do more damage because of the higher base values, but the brute versions of those attacks can't do the full damage that they numerically should.
I don't play /SD brutes because of that. If you want to play one, I suggest a SS/SD over LR/SD, you'll have a more balanced play experience (decent ST damage) and you won't be wasting as much damage on the big AoE hitters (FS, being performed by a brute and not by a pseudopet has a sufficiently high max damage cap so as to not waste any). -
Yeah, that was my reasoning too. While both powers have borderline uses for me, one of them will save my *** while the other will merely save me a little bit of frustration.
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Scrapper all the way. SD is the only set that brutes and scrappers both have and that I'd never play on a brute since the scrapper does so much more damage.
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If you don't use IOs, SR will be more survivable and your attacks will recharge faster. With SD you'll do more damage and have an AoE attacks that wipes all the minions in a spawn every other fight or so.
If you use IOs, I'd say SD will eventually outperform SR in every aspect with enough inf. Even with modest amounts of int spent, you'll have excellent AoE capabilities as SC will probably be up each fight.
So it basically comes down to if you want AoE capability or not. Soul Drain and Dark Consumption, while doing decent AoE damage, are really not up nearly enough often to count as AoE attacks. And Shadow Mauls is... too damn long and not much of an AoE at that. -
Quote:This is really good. I modified it a bit - switched the placement of Regen Tissue +regen and Numina unique, and added a 3rd slot to Health so that I have 3 Numina's in there. Don't care about 2 seconds on Hasten.I'd switch around your slots for health and PP. PP functions wonderfully with 5 slots: (I changed it to 2 in health, 5 in PP).
Numina unique, Miracle unique, Perf +end, Perf end mod, and IO end mod. This'll put your net end gain at around +3end/s (with FA turned on). Plenty of endurance, especially for a claws scrapper.
Health has a regen tissue and a green IO.
This has much better end recovery than my original build, and I can indeed run FA. The downside is my regen falls from 24.6 HP/s to 21.4 HP/s, but that ain't that much. I'll consider it, thanks.
Regarding replacing Elude with SJ: I never really thought about including SJ, as my vertical movement needs are met by the raptor pack. Those can't be used during Mo runs, but I don't do those often heh. So I figured Elude could be used in a wacky and totally unlucky situation when something manages to debuff my defense despite the resistance. Is that even possible on a SR? -
So you can get a Karma -KB IO and slot it in CJ.
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I vouch for AR/EM. AR has 3 cone attacks so Boost Range is even more powerful. Namely, cone width is proportional to their range, so if you boost the range the width at the end gets larger and you can hit more mobs. And one of those cones is a crashless nuke.
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Combat Jumping adds the same defense bonus as Hover, but is way cheaper endurance-wise, and more practical if you don't want a hovering toon.
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I know, but can't figure out a way to get there without either purples or 5-slotting Hasten, which is a waste IMO. While it would be nice to have true permahaste, I can deal with those 5 or so secs without Hasten up.
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I finally decided to kit out my first lvl 50 hero ever. As his name says, Impressive shall truly be impressive at the soft cap and permahaste, well, as much as a no-purples build allows since in my current monetary situation there's no way in hell I'm spitting out 1 billion for a single set.
I decided on a build without Aid Self as while fine for healing out of combat, it gets on my nerves because of interrupting my attack chain inside combat. From there, I considered a build with Weave, and another one with Maneuvers instead. In the end, both were almost identical, with the only noticeable difference being Tough in one build and Combat Jumping instead of that in the other. Combat Jumping is a must for me on any toon that needs to position himself properly in a fight, and Impressive definitively needs to position himself well for Spin and Shockwave (yes, I like it very much). Calculations have also shown that I need Pyscial Perfection for a sustainable ST chain, and Focused Accuracy is useful as a mule for Gaussian's.
If you have any ideas how this build could be improved, I'm all ears, but please - no purples (besides that Hecatomb proc). If you would suggest different power picks, have in mind I won't remove any primary or secondary powers except Elude, as well as CJ.
Here's the build:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Impressive: Level 50 Natural Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(5), T'Death-Dmg/EndRdx/Rchg:40(5), T'Death-Dam%:40(7)
Level 1: Focused Fighting -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(7), LkGmblr-Def:50(9)
Level 2: Slash -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx/Rchg:50(9), C'ngImp-Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/EndRdx:50(13), Achilles-ResDeb%:20(40)
Level 4: Focused Senses -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(13), RedFtn-EndRdx:50(15), RedFtn-Def/EndRdx/Rchg:50(15), RedFtn-Def:50(46)
Level 6: Spin -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(17), Oblit-Dmg/Rchg:50(17), Oblit-Acc/Dmg/Rchg:50(19), Oblit-Acc/Dmg/EndRdx/Rchg:50(19), Oblit-%Dam:50(21)
Level 8: Agile -- DefBuff-I:50(A)
Level 10: Practiced Brawler -- EndRdx-I:50(A)
Level 12: Swift -- Run-I:50(A)
Level 14: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(21), Numna-Heal:50(31), Numna-Heal/EndRdx:50(31)
Level 16: Dodge -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(43), LkGmblr-Def/EndRdx:50(46)
Level 18: Focus -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(23), Decim-Dmg/Rchg:40(23), Decim-Acc/EndRdx/Rchg:40(25), Decim-Acc/Dmg/Rchg:40(25), ExStrk-Dam%:20(27)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(27), P'Shift-EndMod/Rchg:50(29), P'Shift-EndMod/Acc:50(29)
Level 22: Quickness -- Run-I:50(A)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(33)
Level 26: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(33), Zephyr-ResKB:50(33)
Level 28: Maneuvers -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(39), RedFtn-Def/Rchg:50(40), RedFtn-EndRdx:50(40), RedFtn-Def/EndRdx/Rchg:50(45), RedFtn-Def:50(46)
Level 30: Follow Up -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx/Rchg:50(34), C'ngImp-Dmg/Rchg:50(34), C'ngImp-Acc/Dmg/Rchg:50(34), C'ngImp-Acc/Dmg/EndRdx:50(36), Hectmb-Dam%:50(36)
Level 32: Shockwave -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(36), Posi-Dmg/Rchg:50(37), Posi-Dmg/Rng:50(37), Posi-Acc/Dmg/EndRdx:50(37)
Level 35: Evasion -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(39), LkGmblr-Def/Rchg:50(39)
Level 38: Combat Jumping -- Zephyr-ResKB:50(A), Zephyr-Travel:50(48), Zephyr-Travel/EndRdx:50(48)
Level 41: Focused Accuracy -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(42), GSFC-ToHit/Rchg/EndRdx:50(42), GSFC-Rchg/EndRdx:50(42), GSFC-ToHit/EndRdx:50(43), GSFC-Build%:50(43)
Level 44: Elude -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(45), Zephyr-ResKB:50(45)
Level 47: Physical Perfection -- P'Shift-End%:50(A), Numna-Heal:50(48), Numna-Heal/EndRdx:50(50), RgnTis-Regen+:30(50)
Level 49: Lucky -- LkGmblr-Rchg+:50(A), DefBuff-I:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:- 12% DamageBuff(Smashing)
- 12% DamageBuff(Lethal)
- 12% DamageBuff(Fire)
- 12% DamageBuff(Cold)
- 12% DamageBuff(Energy)
- 12% DamageBuff(Negative)
- 12% DamageBuff(Toxic)
- 12% DamageBuff(Psionic)
- 5% Defense(Smashing)
- 5% Defense(Lethal)
- 5.94% Defense(Fire)
- 5.94% Defense(Cold)
- 5.94% Defense(Energy)
- 5.94% Defense(Negative)
- 10% Defense(Melee)
- 11.9% Defense(Ranged)
- 11.9% Defense(AoE)
- 2.25% Max End
- 75% Enhancement(RechargeTime)
- 32% Enhancement(Accuracy)
- 10% FlySpeed
- 170.7 HP (12.7%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Held) 2.75%
- MezResist(Immobilize) 14.3%
- MezResist(Stun) 2.2%
- 7.5% (0.13 End/sec) Recovery
- 54% (3.02 HP/sec) Regeneration
- 4.1% Resistance(Fire)
- 4.1% Resistance(Cold)
- 10% RunSpeed
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The need for CJ depends on your play style. If you need to position yourself carefully for AoEs, CJ is invaluable. For example I would no way in hell play my claws/SR without CJ because I need perfect positioning for Spin and Shockwave, but don't need it in the slightest on my BS/SD because I just rush into the mob to saturate AAO and then hit SC in the middle.
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Thanks for all the advice. I rolled a mind/fire and an ice/thorns.
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So, umm, since DXP starts on thursday 9 AM GMT, does that mean there won't be the usual 12-02 GMT maintenance?
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Ice/Psi - this combination has great synergies, while the other one is quite the opposite. The staple powers of Ice/ and /Psi both require you to be in melee, while Mind/ is a ranged set and /Ice requires you to be in melee to get the most of it. Plus, /Ice is regarded as quite a poor secondary at the moment, and is a bit end heavy.
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Spines redraw doesn't bother you?
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To cut the story short, I'm in love with mind/ and ice/, and I wanna make a domi with each of these powersets. Trouble is, I know squat about domis except that I kinda like them (from playing a couple into the teens, including the aforementioned primaries as well as plant/, /elec, /ice and /fire). I'd also like at least one of them to be great for AoE damage, well, as much as domis can be anyway.
So, what would you suggest to me as good secondaries for mind/ and ice/, keeping in mind that at least one of them should be good for (PB)AoE? I guess something that's good for range would go well with mind/ and something good for PBAoE/melee would go well with ice/, I know that /fire is a monster damage dealer and that /elec is a melee/ST king, but that's about it for my domi powerset knowledge.
Hope I'm not asking for too much heh. Thanks in advance! -
Quote:I have a lvl 50 BS/Shield scrapper and plan to pimp him out. I'm sticking with him and not rerolling him as a Fire/Shield purely out of concept and the coolness factor. Why? Because of the friggin redraw that happens after SC and before my HS ><my fire/sd is sooo fun, dmg wise, but broadsword looks so cool!... *sigh* which one to keep and io?! possibly the bs, since I have a 50 fire/sr already?... >.>
edit: aaannnddd... just hit 35 for the first time on a shield toon! bout to try out sc!!!!
I usually have no problems with redraw, but it just seems so slooooooooow during this combo. In teams, after I clear up the minions with my SC and draw the sword to HS a boss, I often find him already dead before I finish my swing.