Fury Flechette

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  1. Quote:
    Originally Posted by McCharraigin View Post
    YES YOU DO!!!!!!!!

    The game was balanced around SOs, so you would think a powerset powered with SOs would play well... as you can see by this thread, Shields takes billions and billions if influence/infamy to make work. It is lackluster without expensive IOs.

    The players wanted Shields, the players voted for Shields, and what we got is a powerset for the very rich.

    I am sorry , but I am very bitter about this. There is not much that makes me bitter, but this does because I don't have billions to pour into one toon. . .and I do want to play a Shield scrapper. I have an Elec/Shield at level 32, she is doing wonderful now, but reading the forums, and hearing about the need for billions of influence I am expecting her to fall apart any day now....and that is not a nice feeling.

    Sorry about my Venting, but this has been a sore spot for me for a long, long time.

    Lisa.
    Have you seen the builds in this thread? http://boards.cityofheroes.com/showthread.php?t=216944

    As the author of those builds, I'll admit that some of the builds in that thread are absurd in terms of price. However, the cheap build and to a lesser extent, the moderate build are affordable and play well. The cheap build was spec'ed to be affordable for anyone who doesn't want to market, doesn't want a farm, but still have an effective toon. There's not a single build there that I wouldn't play.
  2. Quote:
    Originally Posted by Tenzhi View Post
    100M? I might have half that between all 27 of my characters on Virtue.

    I suppose if someone can buy F-117s on a regular basis, Ferraris seem eminently affordable.
    Even the least optimal 50 can generate 2M/hour at 50 just playing missions. A fire/shield with a mixture of SOs and IOs can probably do a lot better than that. You'd probably have enough by playing around 30-40 hours at level 50. One decent purple recipe could probably fund the entire build.

    If you look at the build carefully, you'll note that many of the IOs I use (recipe wise) can be bought for absurdly low prices - 1k or less. Crafting them and the salvage actually may account for the bulk of the cost.

    The prices I quote are taking into account current in game inflation. Back in the day, this build would probably be a lot cheaper - maybe 15M total. However, people have discovered the value of even "worthless" IOs and the price of some of these have increased.

    I won't even mention options like farming and playing the market because really they're just more efficient methods to the same ends. The low end build assumes that you won't be doing either of these and are mostly casual player oriented.
  3. Quote:
    Originally Posted by babyscid View Post
    May I ask...in a rough range of course, what the cheap fire build costs?
    Roughly 200 - 400M, but it varies a lot on what level of enhancements you buy (the build works fine with level 35s) and how patient you are. If you're really patient, you can probably get it down to 100M, most of that is crafting and salvage cost.

    I went out of my way to not use anything expensive. The most expensive pieces are the a couple of the Mako's Bite and Touch of Death pieces and the Steadfast Res/Def *can* be expensive if you buy it at max level.

    Consider 400M as the buy it nao price and the price getting cheaper if you buy pieces as you level up or if you're a bit patient.
  4. Quote:
    Originally Posted by Fire_Minded View Post
    Iv noticed something thats been a huge topical debate in mainly the Defender Forum.However it can apply here to the Controller Forum as well.
    Meh. Not so much. The topic du jour here are fire/kin trollers, especially farming ones and especially from clueless posters who need to be spoon fed their own personal build and can't possibly use one of the other gazillion ones posted.
  5. Fury Flechette

    Fire/Kin Build

    I'm not sure why you put 4 slots in boxing. You have negligible amounts of smash/lethal defense. 12% is almost meaningless. I'd take those slots and put them into siphon speed, another end redx in hot feet, etc.

    Slotting for regen is sort of useless too, especially since you can heal. Recovery is what you need to go for so the regen tissue proc is not needed.

    I also very much dislike that you count on set bonuses alone for accuracy for things like tranfusion. I personally think that you can't slot this enough because if you miss, you'll probably die. On farms, you don't have worry about the patsies you fight debuffing you or running into +4s of tough enemies (Arachnos, Vanguard, Malta). But that slotting isn't a good multi-purpose way to slot that power.

    End consumption, sans accolades, and toggling on stuff like hot feet and combat jumping boosts it to 1.49 end/sec. That's not terrible but you'll be spending a lot of time recovery back end via transference rather than focusing on controls / killing stuff.

    Honestly, I think it's a subpar build considering what you're spending. I'd expect far better end management and you've wasted a number of slots that go for meaningless bonuses (i.e., if you're going for smash/lethal defense, build for smash/lethal defense, don't go halfway).
  6. Quote:
    Originally Posted by MichaelB View Post
    I agree with absolutely everything you said, except your conclusion that fire melee is king for AoE.

    Fire melee gets you FSC, which is admittedly pure distilled liquid awesomesauce. After that, however, you get fire breath. Fire breath is... well... nice on a scrapper. I guess.

    Elec Melee, on the other hand, nets you Jacobs Ladder (love hate, I know), Thunder Strike (again, love/hate, but more to love than JL), Chain Induction (Say something bad about this power, I dare you), and Lightning Rod (Which you can alternate with Shield Charge for massive win).

    Honestly, I cannot fathom saying that fire/sd has more AoE deliciousness than elec/sd. I really don't get it.
    Very few fire melee / shield builds get fire breath. They usually take fireball from the blaze epic. FSC and fireball is more than enough to decimate spawns between shield charge cycles. I have enough recharge on mine that I can go FSC + fireball + FSC.

    Don't confuse having more AoE options as being better. In many situations, Jacob's Ladder and Chain Induction aren't really used that much. Shield charge + LR will kill everything except for bosses, and then Jacob's Ladder and CI become expensive single target attacks. Thunderstrike is the only other AoE attack that gets alot of use. If your electric/shield gets fireball as well, these AoE attacks get used even less.
  7. Fury Flechette

    Phalanx Fighting

    Quote:
    Originally Posted by Of_Misery View Post
    I am rather confused as to how this power works, and my Search-fu brought me to this thread... Here's what I'm unclear about:

    Phalanx Fighting yields 3.75% base defense (unenhancable), with a 2.25% bonus (enhanchable) for each teammate within range, correct? With 0 teammates in range (i.e. solo), does it still give the base 3.75% defense, or does that only occur once there is at least 1 teammate in range?
    3.75% with 0 teammates in range, so yes, you get that bonus even if solo. And a bonus for each teammate in range.
  8. Quote:
    Originally Posted by Psiphon View Post
    In regards to Char/RoF I go with Char to hold Sappers - just in case they get lucky.
    RoF is better as a set mule as they are a lot cheaper.
    Basiliks Gaze are just about perfect for a shield scrapper. They give recovery, ranged defense and recharge. I prefer slotting those over the Unbreakable Constraint because you get 7.5% recharge vs. 10% recharge at one less slot and you get the very valuable ranged defense bonus.

    The stuff for RoF and Lockdown for char are good, but Basiliks are my min-max choice since every bonus to 4 enhancements are useful.
  9. My builds were posted with Mid's 1.621. Yours are version 1.601. You can see it right on the builds themselves.

    Phalanx Fighting grants 3.75% defense without *any* teammate around. Also, take a look at your build without conserve power toggled on. You'll see that your true end consumption is rather bad.
  10. Quote:
    Originally Posted by ShadowNate View Post
    All of his builds are giving me "end of stream" read errors when I try to open them in mids...
    Why not try updating to the latest version of Mid's? Your's is old.
  11. Quote:
    Originally Posted by MentalMaden View Post
    Oh please, a fire/kin can still be "good" and buff their teammates. It's not that hard and doesn't take that much time out of that "good fire/kin-ing".
    Pretty much agree with this. I've spoken out many times on the opinion that farm builds should stay on the farms. It's not that they can't be good on team, it's that there are more optimal builds.

    I've also seen smash/lethal capped farming builds skip both of their AoE Controls (flashfire, cinders). You can get away with that against the patsies you face on most farms; it's quite a different thing when you're facing Arachnos on a full team of eight. I've seen more than one farmer bite the dust against a group of Arachnos, not realizing that Fire Tarantulas do more than smash/lethal damage, Night Widows can't be easily mezzed and Banes can do a lot of damage very quickly. You can't just wander in the middle of them, spam fire cages and assume that your defenses will save you before you can hit fulcrum and your AoE epic power.

    It's a lot about adjusting play styles, and farming tends to produce some bad habits that isn't compatible with team play. I'd even argue that a farm build actually promotes this type of play since it's what you would do to leverage the most out of hotfeet, fulcrum and your AoE epic.

    Further, a kin that doesn't have sb (most farm builds don't) doesn't have one of their most effective buffs. I'm not going into the "I don't want to be buff bot" argument here, but there's no doubt that the recharge, movement and end recovery buff that it provides is extremely strong.
  12. Pretty much anything, but the most beneficial buffs for a fire scrap would probably be a controller variant with either force fields (for the shields) or empathy (for fort and the occasionaly heal).
  13. Fury Flechette

    Best Secondary

    Quote:
    Originally Posted by Nihilii View Post
    DA doesn't cap smash, only lethal.
    Yup, my bad. Lethal and melee.
  14. Fury Flechette

    Best Secondary

    Quote:
    Originally Posted by Blue_Centurion View Post
    Oh, I am not talking about actually tanking with the SCrapper. I am talking about Scranking. I just want the most survivable Scrapper that money can buy, heavy on the I/Os. Cause thats what I enjoy. For tanking, I'll actually bring a tank.
    Kat/Invuln - focusing your IO investment on fire/cold/energy/neg energy and using divine avalanche to soft cap smash/lethal.
  15. WW are cross server. The only separation is between heroes and villains. So the proc you bought on Freedom is available to another player on Pinnacle.

    And I agree, I've gotten this proc for around 30M before as well too.
  16. Quote:
    Originally Posted by Frosticus View Post
    I think the statement that dark melee has the most synergy with shields is accurate. Whether that makes it the "best" pairing depends on what you are looking to do with the toon.

    Some uses remove the need for the heal and end refill that dark provides. For those uses it surely isn't the best.
    You have to make qualifications that it has the best synergy. I'd say that it has the best synergy in either builds where you're just using SOs or if you're building specifically to down hard single targets (AVs, pylons).

    When builds become soft capped, have high innate regen and recovery, some of those powers become redundant. I see quite a few dark/shield builds that skip dark consumption for example. Siphon life is taken because it's also a good damaging attack too. If it didn't do good damage, I'd contend that most players would skip it. Even the tohit debuffs become redundant because when you're soft capped, practically having the best mitigation in the game, it doesn't come into play that often.

    And again, this thread is about what we think is the best pairing combination. There's no real guideline given as to what "best" is defined as. So to go ahead and proclaim there's a correct answer when there's no criteria given is kind of silly.
  17. Quote:
    Originally Posted by Selenir View Post
    The correct answer is Dark Melee.

    No set meshes with Shield Defense more. It's like everything in both sets was entirely designed to work perfectly together.

    SD is a Defense Set. Dark Melee has a -Acc debuff to enemies.

    SD is slightly lacking in heals. Dark Melee has a nice, low recharge heal.

    Dark Melee is somewhat lacking in AoE. Shield Defense has one of the coolest AoEs in the game.

    Dark Melee and Shield Defense both have a stacking damage buff for each enemy in melee range. Combined, they give a tremendous boost to damage when fighting large groups.

    They're perfect for each other.
    There are no "correct" answers, just opinions. Just about any of the forum regulars can make an equally compelling case for the other primaries.
  18. Fury Flechette

    Returning DM/RG

    Give us an idea at least about what powers you've picked and what your goals for your character are. Just pasting a build that conflicts with your play style merely wastes time.
  19. Quote:
    Originally Posted by Great_White_555 View Post
    . I have the City Traveler Vet Rewards
    Okay, I can't let this go. I'm shocked. How can you be playing this game for 5 years and put up a build that bad?

    I'm okay with the fact that you don't understand IOs. That's not the point. The very selection of and order of the powers don't make any sense at all.

    Your build as posted would be running hotfeet and two leadership toggles by level 14. There's no way you'd be leveling that build without getting it PL'ed. Do you have any idea whatsoever on how bad that is from an endurance standpoint? You'll be running out of endurance after every single fight.

    The fact that your build skipped fitness altogether is also mind boggling. There are some builds that can forgo fitness; fire/kin is not one of those builds, at least if you're going to run hotfeet or use any of your AoE controls with any regularity.

    In these five years, have you ever rolled any type of controller before or even any type of character that uses AoE controls? Have you ever planned a build before? Have you ever bothered to do the Invention tutorial and actually read through the descriptions? Have you ever looked at Wentworth's and got a sense of how much things cost?

    These are not the sort of things I'd expect from a 5 year vet.
  20. Quote:
    Originally Posted by Great_White_555 View Post
    Well any suggestions on where I should start the reformation of her? I mean, what is wrong with the build that needs to come out? I get there are some fundamental issues with the build as is so where do I start the makeover?
    Why not start by simply playing the character to about level 20 or so and then get a feel for the powers? Then after you get a sense of what powers you like and what you dislike, make your build then.

    You're really at the beginning point here. And many of the questions you're asking could be answered by just playing the game. What we tell you may or may not make sense and it will also be flavored with our biases, which may or may not match with your play style.
  21. 1. Stick with SOs for now. You don't understand IOs. Not trying to be mean, but it's pretty obvious you don't understand them at this point. A good place to start reading about IOs is here: http://paragonwiki.com/wiki/Inventio...n_Enhancements

    2. Read up on the various fire/kin powers. This guide is a bit outdated but still largely relevant: http://boards.cityofheroes.com/showthread.php?t=122110. It will give you an idea at least of what the powers do and how to generally slot them.

    3. After you digest these a bit. Do a search on this forum for fire/kin. This combination gets discussed a lot, and you'll get a lot of returns for that search. You should decide up front what your goals are as well too. Many people build fire/kins to farm, others to be more of a teaming build (TFs, normal content, etc.)

    4. Don't post Mid's builds in that format. Choose Official boards vBulletin, not the older format.
  22. My attempt:
    45% Smash/Lethal with Invince toggled on
    3.52 end/sec recovery
    1.42 end/sec consumption

    Had to sacrifice 8.5% recharge to get it there. It has slightly better resistance values and I moved a slot to build up so it's now up more often.


    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Spines-Invuln capped: Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Invulnerability
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery
    Hero Profile:
    Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam/Rchg(43)
    Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-%Dam(7), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(23)
    Level 4: Temp Invulnerability -- RctvArm-EndRdx(A), RctvArm-ResDam(11), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/EndRdx/Rchg(13)
    Level 6: Dull Pain -- Mrcl-Heal(A), Mrcl-Heal/Rchg(34), Mrcl-Heal/EndRdx/Rchg(34), Mrcl-EndRdx/Rchg(37)
    Level 8: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(15)
    Level 10: Swift -- Run-I(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Unyielding -- RctvArm-EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(19)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(33), Mrcl-Rcvry+(40)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(29), P'Shift-EndMod/Rchg(33), P'Shift-End%(34)
    Level 22: Build Up -- RechRdx-I(A), RechRdx-I(46)
    Level 24: Quills -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(25), M'Strk-Dmg/EndRdx/Rchg(25), M'Strk-Acc/EndRdx(27), M'Strk-Acc/Dmg/EndRdx(27)
    Level 26: Ripper -- Oblit-Dmg(A), Oblit-%Dam(40), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45)
    Level 28: Invincibility -- GftotA-Def/EndRdx/Rchg(A), GftotA-Def/EndRdx(29), HO:Enzym(33)
    Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Knock%(31)
    Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dam%(36), Posi-Acc/Dmg/EndRdx(37), Posi-Dmg/Rchg(43), Posi-Dmg/EndRdx(46)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), GftotA-Def(36), GftotA-Run+(36)
    Level 38: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-EndRdx(39), RctvArm-ResDam(39), RctvArm-ResDam/EndRdx(39)
    Level 41: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42)
    Level 44: Fire Blast -- HO:Nucle(A)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def/EndRdx/Rchg(50)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Knock%(46)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run

    Code:
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  23. The best bang for you buck based on your build is to simply frankenslot your attacks for end redx and/or recharge in addition to what you already have for accuracy and damage.

    Consider the 4 slots you have for Hack

    1 Acc / 3 Dmg. Let's assume you have level 40 generic IOs.

    38.6% Accuracy / 97.3% Damage

    Now, with frankenslotting. Using set pieces for their enhancement value and not for their set bonuses, you can slot Hack this way:

    1 level 40 Focused Smite Acc/Dmg
    1 level 40 Focused Smite Dmg/End
    1 level 40 Crushing Impact Acc/Dmg/End
    1 level 40 Generic Damage

    43.4% Accuracy / 95.9% Damage / 43.4% End Redx

    Your attacks burn far more endurance than your toggles so simply having a SOs worth (33%) or more in your attacks will do much more for endurance management than anything else you do. Toggles, for the most part, don't burn that much endurance relative to using attacks.

    You don't have to use the exact set pieces listed above. Just find the cheapest Acc/Dmg piece of the appropriate range and mix and match until you get the enhancement values you want.

    If you devote 5-6 slots per an attack you can also increase recharge along with end redx which will allow you to be less reliant on buffs like hasten since the attacks will naturally recharge faster on their own as opposed to relying on a global buff like hasten or speed boost.

    There are a lot of other things that could be improved on your build. The glaring error is the lack of accuracy slotting in shield charge, and quite frankly just about every power is suboptimally slotted. However, I'm assuming that you're either playing at a difficulty level where you just don't notice it or that your friend is buffing you enough so it just doesn't matter.

    I put this together quickly. It's not a power build in that it would have all the facets that most min-maxers would want (high recovery + high native regen + high global recharge). However, the build is soft capped, is pretty cheap (probably 200-300M in cost), has parry (for those occasions you exempt down) and is in order of several magnitudes better than your current build.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    BS-Shield-Cheap: Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Darkness Mastery
    Hero Profile:
    Level 1: Hack -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(39)
    Level 1: Deflection -- S'dpty-Def/EndRdx(A), S'dpty-Def/EndRdx/Rchg(5), S'dpty-Def(15), S'fstPrt-ResDam/EndRdx(39), S'fstPrt-ResDam/Def+(46)
    Level 2: Slice -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(3), M'Strk-Dmg/Rchg(7), M'Strk-Acc/EndRdx(13), M'Strk-Acc/Dmg/EndRdx(19), M'Strk-Dmg/EndRdx/Rchg(39)
    Level 4: Battle Agility -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-Def/EndRdx/Rchg(17), S'dpty-Def(17)
    Level 6: True Grit -- H'zdH-Heal(A), H'zdH-Heal/EndRdx(43), Heal-I(48)
    Level 8: Parry -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(48)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Combat Jumping -- DefBuff-I(A)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- H'zdH-Heal(A), H'zdH-Heal/EndRdx(50)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(42), P'Shift-EndMod/Acc(43), P'Shift-End%(43)
    Level 22: Whirling Sword -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(23), M'Strk-Dmg/Rchg(23), M'Strk-Acc/EndRdx(29), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 24: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(46)
    Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(37)
    Level 28: Against All Odds -- EndRdx-I(A)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Head Splitter -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(33), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
    Level 35: Shield Charge -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(36), M'Strk-Acc/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
    Level 38: Boxing -- Acc-I(A)
    Level 41: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(42), ResDam-I(42)
    Level 44: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(45), S'dpty-Def/EndRdx/Rchg(45), S'dpty-Def(45)
    Level 47: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(50), BasGaze-EndRdx/Rchg/Hold(50)
    Level 49: Phalanx Fighting -- DefBuff-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 2: Ninja Run

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  24. Fury Flechette

    Phalanx Fighting

    Quote:
    Originally Posted by Soundtrack View Post
    Thank you all very much for taking time to respond!

    I'm not incredibly wealthy... is the LotG terribly expensive?
    Last I checked they were in the 100-150M range. That may or may not be expensive depending on what you consider wealthy.

    Since the defense value isn't increased by any enhancement you put in there, a low budget approach may simply be to leave it empty or put in a generic defense buff IO or equivalent SO.
  25. Quote:
    Originally Posted by Crawls on Dungeon Floor View Post
    My hasten is within a hair of Perma. Which brings me to the point of this thread: CODF has no Set Bonuses.
    Sorry but that's impossible. Even if you 6 slotted hasten, you'd get the 450 second recharge down to 206 seconds. That's not even close to "within a hair of Perma" especially if you don't have any set bonuses. Typically you'd have to have around 110% global recharge (via set bonuses, including LoTG recharge bonuses) to have a shot at being perma hastened, and that would assume hasten was at least 3 slotted.

    I'm going to give you the benefit of the doubt and assume you're meaning something different than what you wrote. Post a build (doesn't have to be exact) and we'll go from there.