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Posts
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Fun is subjective. Only you can answer that. SS/WP is a great casual build that's effective out of the box (level 1), good with just SOs and scales very well to the high level game.
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Vanguard are just murder on melee ATs. They're pretty much designed that way. Meanwhile control ATs: controllers, dominators and some defender/corruptor variants have a lot less problem with these guys. That's generally because they can keep them at ranged or mezzed. The -end curse the bosses dish out majorly sucks on all ATs.
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A little build optimization. 5% more recharge, more regen/hitpoints. I grabbed slots from fire blast (overslotted IMO) to round out true grit, which will add a significant amount of hitpoints into your build. BTW, note that Mid's currently has an error which doesn't account for the +3.75% ranged defense bonus from Phalanx Fighting, and hence you were overslotted in ranged defense as well.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Scorch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(13)
Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(17), LkGmblr-Def/EndRdx/Rchg(17), S'fstPrt-ResDam/Def+(39)
Level 2: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def/Rchg(46)
Level 4: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(31), Numna-Heal/EndRdx(45)
Level 6: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(13)
Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), Zephyr-ResKB(9)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Health -- Mrcl-Rcvry+(A)
Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc/Rchg(34), P'Shift-Acc/Rchg(34), P'Shift-EndMod/Acc(34), P'Shift-End%(37)
Level 22: Against All Odds -- EndRdx-I(A)
Level 24: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(33), GSFC-Build%(33)
Level 26: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(27), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(29)
Level 28: Boxing -- Acc-I(A)
Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam/Rchg(31), Aegis-ResDam/EndRdx/Rchg(40), Aegis-Psi/Status(42)
Level 32: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(40), LkGmblr-Def/EndRdx/Rchg(40)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Greater Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(43)
Level 41: Char -- Acc-I(A)
Level 44: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg(45), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(46)
Level 47: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1396;683;1366;HEX;| |78DAA593594F534114C7E776A1D29552A050C0CA5A10B8D200AE0F262E241A9AA02| |80F0AD46B19DA6A539AB60FEA9389D1C4E5C9F5896844503F82F19BA8DFC4A59E73| |FE5312E2A337F0FFCD9C7BE6CC7F4EE766EE9C0B2A75FFB4B2C2674B4EAD965DCA5| |59D4A4557BD19275FCC299F522AD18C6533BAA4B53D5FD4D5BB1827F75E9DD31BBA| |5CD3F652A1A84BEBCD69F442B9A0ABBA5CB79B83E0E2E666C95ED04EA558CE63325| |FAC9775AD1632937CA14EAFFC325BAA68BDDE7EBE52CCD9674ACE3D9DCD38B53AED| |DE4DB6C6E9FF01FB93A7E155D70829E5BA0EAC083CABC09A209815F843044B56B95| |5070DD2AAAD0D880946E3847E15A03CCBE459C81B45DE28F2A6A28220E5B9E1C2E5| |5E96D0C1AB82C94B828764D36B6C7A61B305365B60D30F9BFE7D36BB68950FDBBB7| |CDF5C5CE8C077E0872044FBB6A2AC6A9D501C6AA13501AC51813109C5291432EE42| |2813469930CAF8282162D6442E5ABCF5630A458DE1E84FC96AFF05FC1674FC011A8| |22E3E3ED9A2553114F2C69EE3CD0BC1C04BE015F05A30FC062EC85CA7B4B9A13A07| |C4F2232A1437DBC73F4856F70EB02B38F411F8047C163CA1553D58E5E9B92185120| |E9013F4AD035A60517AAFE95E6F42426E0AF5E3009EFE59FC90D3405A909A118CCF| |093C949E343F5012F72385FB91C2FD88D2D106CD3906D1C621B471086D1C421B87D| |1C661B4F129951D31AB4636C4D8781E28080E17815BC06DC17BDA6BCC1C670CC7D9| |A6D08469C8C4B6842677812DC1D45BE09D6087D26D936ECF88A323B3C01C7054903| |E2618249BD3E65E4DE3F6A5F7A1CFB3F771D21F3D6AE19FC8A2C77C8914B12492F4| |EC7D9CFFF57C0936EBB45EF6935E615924B19679B4C2B2CAD3351E393CBAC992E36| |9E36BB0E934729C0D9D6039C9728AE51927F902240196204B8825CC1261696389B1| |74B12458B6581A7F01BB35FB21| |-------------------------------------------------------------------|
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I'd do something like this:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Fire/Shield/Blaze: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(19)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(9), GftotA-Def/EndRdx(11), GftotA-Def(13), GA-3defTpProc(39), S'fstPrt-ResDam/Def+(43)
Level 2: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(19)
Level 4: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(9), GftotA-Def(23), GftotA-Def/EndRdx(39)
Level 6: Hurdle -- Jump-I(A)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(11), GSFC-Build%(25), GSFC-ToHit/EndRdx(40), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42)
Level 10: Active Defense -- HO:Membr(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(34)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(43), Mrcl-Rcvry+(45)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 24: True Grit -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx(25), Numna-Regen/Rcvry+(33), RgnTis-Regen+(37), Panac-Heal/+End(39), Panac-Heal(50)
Level 26: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27), Zephyr-ResKB(27)
Level 28: Fire Sword Circle -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(29), Armgdn-Acc/Dmg/Rchg(29), Armgdn-Dam%(34), Armgdn-Dmg/EndRdx(43)
Level 30: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31), LkGmblr-Rchg+(31), LkGmblr-Def(40)
Level 32: Greater Fire Sword -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(33), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Dmg/EndRdx(34), Hectmb-Dam%(42)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-%Dam(37)
Level 38: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(45)
Level 41: Ring of Fire -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(46), Apoc-Dmg/EndRdx(46), Apoc-Dam%(50)
Level 44: Melt Armor -- ShldBrk-Acc/DefDeb(A), ShldBrk-Acc/Rchg(46)
Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
Level 49: Grant Cover -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Code:The goal being to maximize defense without relying on hover. That will give you a lot more flexibility instead of having toggling on hover to cap your defenses. In the build above you'll be a little shy of melee defense (44%), but capped in other positions without hover toggled. While this may seem nonsensical to you, hover is great when fighting stationary targets (AVs, etc.), it's so so when farming.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1414;700;1400;HEX;| |78DAA5935B4F134114C767DB2DBD6D6F944B299796026D69CB42D128E02D4120C1D| |0A45AC38302CD5A46D8A4294DCB83FAE4839A187DD2449F7C30012F1FC1F84DD46F| |E2A59ECBB4D1371337707E33B3FFF99F7366BAA57B6B86100FAF082D78B56EB5DBD| |54AAD65359BB2E52A5907762DB261B7E47CE5D096F5FDF9D5BAF540BA8510F1AEA8| |5A927529CD0D5BB6EEF338D17BB526EFCA465B9ABCB93B8D6C360E654B368ECDEEC| |0281F1DD5C1E2B821DB6D1F4D2A4D29F7FDBC5EB70F0E95664B5A4DBB71D0BFDEB4| |6B2615532D59ED63C81D83A266E1FF1156474FC7256E0132C2719BA0EF10FA7609E| |13D427F95E00B0034B56B100645E11920F8740D058687905E74E2626E1866E3E2B1| |5B6D825DDA3FE7F2432E27E7723AFFCA35A49270CA3E7077B14EB8B202054F60C9A| |D12BA4F1C54DF2921F69190F940987DC7784F084042AF32F2AE0074215260E36727| |873F4FE60623C89802414009025FC827F89530F98D67F036A469E41A9AA43D6ED81| |3E1448EC8261D516E9D7A295C2378401055AD475F90CDC04BC62BC2D06B4208BC07| |55C5837C44062C0DAB1B1AAED052EC3A21B94DDED39729617A926EA898247821E18| |8EA6284BB88731771EEE229084659A08F2ED1D2D8326385BBBD44C85DE4FA403ECE| |55E8E3EC37C17E13EC37C1D566F8429F813CA1DC13691224338C2CBBE7F8A2F2840| |8F49852D79BFA4E4B533F181DC64FC2F42F86A01EFD906446F538C33565B8A602D7| |F4166CB3AA8A6C81DFCC11E64CC602A158249C803CCF722DEF80145131E774E2D99| |EC21B5319998B249E3FC338CB38C746E70961902FA85B5CE07319D37B5F27FCC123| |B6FE5CF1D2BEB2DEFBAC84C6BFC684DEFB3EFFEBF96474B3796FF8C0F1268632866| |D086207C32E4EF7305838BD83A31A86CEE7DEEED01216B48C6105C3050CCF51EEC6| |AFCA8FC1C010C010C410C210C61085A00DE1288EA33738EAFC06B161F2CB| |-------------------------------------------------------------------|
Build has 3.36 end/sec recovery, 310% regen and 82.5% recharge. Of the three stats, I'm not really happy about the recovery stat. While your end/sec consumption is really low .69 end/sec, you'll notice the drain with the higher recharge (hence faster availability of AoEs). I'm hoping someone else can help optimize it further.
Some of the things you could do is a) forget about trying to soft cap without hover and therefore add more regen and recovery into the build b) take char instead of melt armor and boost recharge to 90%.
Overall, though this build and the one you modified is better than the one presented in the OP. -
An SG mate and I rolled 'natural' TA/Arch Defenders to play in hardcore mode. Any debt taken would mean we'd have to delete our characters. I made it to level 22 (120 xp away from 23, the ding would've saved me) and died against +3 Council on a PuG. He made it all the way to 50 PuG'ing all the way. So it can be done.
Playing a scrapper would be a lot easier once you got to DOs. -
Quote:You're really something. The players in this thread have gone out of their way to be helpful and extend their hand in friendship. Only to have it returned with a lot of attitude. I'm not sure if you've played other MMOs or engaged their communities, but I very much doubt you'd get this type of warm reception elsewhere. Really. Go try this on the WoW forums and you'll be crispy flamed in seconds. I guarantee it.No one has explained where I am wrong; they have said go and play on US servers. That's it. That's not a solution. I'm not interested in whether YOU were in a full team. It has no bearing on my experience whatsoever. I am telling you, as a matter of fact, there are no other players whenever I play. You can choose to either believe that or you can go and play in someone else's thread as there is no point you being here ignoring what I say just because it doesn't suit your view of the game. Your experience won't be relevant to mine for obvious reasons.
Good luck to you. I hope you eventually find something you enjoy, because it sure seems like this isn't it. -
Quote:I was wondering the same thing. I don't think that's right. He should only be getting around 18-20ish% depending on slotting, not 30%. On a whim, I removed the enhancements out of the power and it reads 30% with no slots in that build. There's some toggle or manual edit that is showing off the higher value.I'm sure I'm just missing something here (it's early and I'm at work) but how are you managing to get +30% from you Divine Avalanche in one hit slotted like that? I have the same slotting at an earlier lvl except instead of recharge I have one def buff and I only get +18.90%.
Overall, the build looks fine. -
Very easy. Just look in your in-game information for trip mine. Take a look at the defiance bonus. Every time you set one that's the damage bonus you get for the standard defiance formula of 7.5 seconds + activation time (5 seconds for trip mine). So 12.5 seconds of damage bonus.
I don't have access to the game right now, so I can't verify the in-game information but Mid's shows a damage boost of 26.4%. Consider that aim gives you 62.5%.
As for slotting of trip mine, I'd slot for accuracy then damage then recharge in that relative order. While its useful as a defiance damage boost, it's primary purpose is that of a trap. Set one at your feet, throw caltrops and then fire a blast at an enemy group and dash around the corner. There's various clever ways to use these things, but that's one of the more obvious ones. -
What's really amazing is that you can see a screen cap and not notice that there isn't a single recipe I'm selling. What's also amazing is the assumption that those are the only things I sell. Stop being an idiot.
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Another basis for comparison.
I put together this build tonight. No purples, no PvP IOs, no HOs/SHOs.
Soft capped of course
63.8% global recharge
203% (3.46 end/sec) recovery
304% regen
The build is probably in the magnitude of 8 Billion influence cheaper than the build in your original OP and stat wise it compares fairly decently. The fact that this "budget" build gets close to the stats of your multi-billion build should give you pause.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Fire-Shield-No Purples: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Scorch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(50)
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(5), LkGmblr-Rchg+(17), S'fstPrt-ResDam/EndRdx(33), S'fstPrt-ResDam/Def+(34)
Level 2: Cremate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(37)
Level 4: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(5), LkGmblr-Rchg+(17), LkGmblr-Def/EndRdx/Rchg(42)
Level 6: True Grit -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Heal(43), Dct'dW-EndRdx/Rchg(45), RgnTis-Regen+(46)
Level 8: Hurdle -- Jump-I(A)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(13), Zephyr-Travel/EndRdx(13), LkGmblr-Rchg+(40)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Health -- Mrcl-Rcvry+(A)
Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-%Dam(34)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-End%(42), P'Shift-EndMod/Acc(42), P'Shift-Acc/Rchg(46)
Level 22: Against All Odds -- EndRdx-I(A)
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%(43)
Level 26: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(27), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(31)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Boxing -- Acc-I(A)
Level 32: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(33), Aegis-Psi/Status(33)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(39), LkGmblr-Rchg+(39)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), Numna-Heal(45), Numna-Heal/EndRdx(45), P'Shift-EndMod(46), P'Shift-End%(50)
Level 47: Laser Beam Eyes -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(48), Decim-Dmg/Rchg(48), Decim-Acc/EndRdx/Rchg(48), Decim-Acc/Dmg/Rchg(50)
Level 49: Phalanx Fighting -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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I found my build on the forums where I posted it before.
For comparison, my Fire/Shield/Blaze:
95% Recharge
3.62 end/sec Recovery
309% Regen
29.8% Smash/Lethal Resistance
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Flame Fencer Revised v3: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Fire Sword -- T'Death-Dam%(A), T'Death-Acc/Dmg/EndRdx(19), T'Death-Dmg/Rchg(21), T'Death-Dmg/EndRdx(21), T'Death-Acc/Dmg(31), T'Death-Dmg/EndRdx/Rchg(31)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), S'fstPrt-ResDam/Def+(17), GA-3defTpProc(50)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(13)
Level 4: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Regen/Rcvry+(5), RgnTis-Regen+(13), Panac-Heal(17), Panac-Heal/+End(40)
Level 6: Cremate -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg(11), C'ngImp-Dmg/EndRdx(19)
Level 8: Swift -- Run-I(A)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(11)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27), Zephyr-ResKB(36), LkGmblr-Rchg+(37), Ksmt-ToHit+(43)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(37)
Level 18: Fire Sword Circle -- Armgdn-Dam%(A), Armgdn-Acc/Rchg(34), Armgdn-Dmg/EndRdx(40), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Dmg/Rchg(46)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod(23), P'Shift-EndMod/Acc(34)
Level 22: Against All Odds -- EndRdx-I(A)
Level 24: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(34), GSFC-Build%(40)
Level 26: Incinerate -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(27), Hectmb-Acc/Rchg(29), Hectmb-Dmg/EndRdx(29), Hectmb-Dam%(31)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 30: Boxing -- Acc-I(A)
Level 32: Tough -- Aegis-ResDam/EndRdx/Rchg(A), Aegis-ResDam(43), Aegis-ResDam/EndRdx(46)
Level 35: Shield Charge -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Rchg(39), Oblit-Dmg(50)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39)
Level 41: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42)
Level 44: Fire Blast -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(45), Apoc-Acc/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Dmg/Rchg(46)
Level 47: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Acc/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Phalanx Fighting -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Turning off hero accolades, your build has mediocre (considering you have a number of very expensive PvP IOs) stats:
Soft capped but only with both hover and CJ toggled
+72.5% global recharge
+205% recovery (3.43 end/sec) with .88 end/sec consumed
+297% regen
Considering how much you spent, I would be very unhappy with this.
My current build has 95% rech, 300+% regen, 3.62 end/sec recovery. It should be very possible for you to reach similar levels of recharge and far better recovery/regen numbers considering your build has physical perfection and mine doesn't.
There's a number of things I'd do different but the glaring ones are the psi resistance procs you have in true grit. They do almost nothing for your build. You'd be so much better off putting those slots in either physical perfection, health or changing them to straight damage resistance IOs. Further, I wouldn't worry about capping out damage in powers where you use purples, especially when you have the procs in there already and you're getting global bonuses for +dmg.
I'd post my build for you to compare, but unfortunately my gaming rig died and am currently waiting on the parts to build another one. I'm posting from my laptop which doesn't have all my Mid's builds. -
Quote:Pretty much this.You'd be best off just putting an Achilles -res proc in Irradiate. Its not really worth the slot in any of the ST attacks since it doesn't stack from the same caster. If you want to proc out your ST attacks the Lady Grey proc is a good option.
The Achilles Heel proc is great in AoE attacks or in builds (like scrappers, brutes) where it can manifest itself against targets with large amount of hitponts.
Blasters are, for the most part, a burst damage AT. Either something is dead or it isn't. Yes, against AVs or similar, the proc will make a substantial difference in DPS, but in almost all other situations, it's pretty much equivalent to background noise. -
I think you're getting the two confused. Obliteration grants a +5% rech bonus with 5 slotted and a 3.75% melee bonus at 6 slots, not Eradication. Eradication is useful because with 3 slots, it gives you 1.56% ranged defense or 3.13% AoE with 6 slots.
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Quote:Hahahaha<3 all.
[SuperGroup] Hercules Class Titan: em my chassis shudders slightly as a panel slides back to reveal a pair of coper-plated connecting slots. With a deep breath I lunge forward onto your waiting alloy frame and gasp as your titanium piston slides in with a loud click. With a bright flash of blue energy we become one, our reactors now one supergenerator, and we lift up our enormous foot and bring it down on a stalker, killing him instantly.
[SuperGroup] Zeus Class Titan: mt!!
[SuperGroup] Tactical Operative: hahahahahahahahahahahaha
[SuperGroup] Fallen Gunner: omg
[SuperGroup] Blood Brother Slicer: ??
[SuperGroup] Fallen Gunner: i got it
[SuperGroup] Fallen Gunner: i got the purse
[SuperGroup] Damned: bs
[SuperGroup] Fallen Gunner: [Paragon Citizen's Purse: Credit Card/Cell Phone (Superior).12]
[SuperGroup] Fallen Buckshot: holy <bleep!> grats! -
Wonderful news!
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The scrapper version is superior due to the strength of scrapper shield charge. They're comparable overall with the brute edging out the scrapper when on high amounts of fury in damage, but fury doesn't affect the strength of shield charge and that makes the scrapper better.
And just for reference, I have an IO'ed out electric/shield brute and a fire/shield scrapper. If you're going to make a shield brute, make a SS/Shield. Built right and with a *HUGE* investment, it outperforms just about anything. -
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Quote:Not going to kid you. That's going to be rough with only 2M. Some of the high end builds cost multiple billions. I would focus on leveling one up with just SOs. Shield defense with just SOs will disappoint somewhat, fire melee will not. However, once you get to a certain level, the build will pay for itself after awhile. That's when you'll want to upgrade.I'm just starting out so I only have 2 million influenced saved up from alts. However I am ready and willing to work hard to create a solid build.
There are a lot of fire/shield builds on this forum, including a couple on the very first page. Take a look at them. Also do a search. They'll give you a general idea of power choices and you can tailor them to your play style.
As to your bias on pool powers, any reasons why you have to not take a travel power and avoid fighting pool? You *can* build a good fire/shield without fighting pool but it's easier to build one with it since both weave/tough complements existing shield powers. Further, boxing/kick can be slotted with a number of useful sets. Medicine is decent choice but I prefer going without and focusing on innate regen and good defenses/resistance over the tri-corder thing that eats into your dps.
Travel powers is also a choice up to you, but they're an easy way to cap your ranged and AoE defense via Blessing of the Zephyr IO set bonuses. Most high end fire/shield builds will have a couple of travel powers (typically CJ/SS, CJ/SJ or Hover/Fly).
Fire/Shield is a rewarding and fun combination, and I love mine to death, but it will require a lot of investment. However, the investment will be well worth it. -
I haven't used sniper rifle in a long time (long since respec'ed out of it), but if I remember correctly, it *DOES* drain endurance even if the power doesn't fire and you're interrupted before triggering it. Working as intended. And sniper rifle will cost you 14+ points of endurance so a few tries at activating it (and failing it) will drain your end bar quickly.
1. Don't use sniper rifle in the heat of combat unless it is a) moderately slotted for interrupt redx or b) you have good defense
2. Consider spec'ing out of sniper rifle altogether. You have far better options and in terms of overall contribution to dps, it's one of the worst, if not the worst, powers you can use. -
Spines/WP. You already have a WP so there's duplication, but you won't be disappointed with either it's performance or it's sturdiness. Spines/Fire is a good combination but if you were disappointed with Spines/Dark then Spines/Fire would be equally disappointing to you.
Spines/Regen can be good, but it takes some investment in defense IOs and recharge whereas Spines/WP is good right out of the box with just SOs.
BTW, Spines/SR once you get to SOs and a few modest defensive set bonuses is extremely strong, but admittedly it's a bit of a late bloomer. -
Quote:Agree. My second post was mostly a nitpick anyways.Or as much protection as a Rad or Thermal or Sonic or Storm or TA.
From a defensive/protective standpoint, Regen Debuff in Transfusion does nothing to mitigate damage. Yes, it can help take down an AV or EB faster, but I was explaining why Fire/Kins die a lot on teams when they play like they do when they farm -- and I wasn't limiting it to single AVs. Endurance Drain on a single target doesn't do much unless you have a way to stop Recovery; you might stop one or two attacks, but that's usually it. So, you have a single target Slow (with -Recharge), and two powers that provide -Damage. That is not much damage mitigation compared to any other set (other than Emp -- Emp replaces debuffs with buffs). The only real defensive power in Kinetics is Repel, which just about everyone skips.
But I agree with your point that (good) Fire/Kins can contribute with debuffs from the five powers you listed as well as buffs, especially on AVs. That's the main reason to keep Siphon Power after getting Fulcrum Shift -- for that single tough target. -
Quote:I'll disagree with this slightly. Fire/Kins actually are very effective against tough foes, particularly AVs. Their debuffs are very underrated.Part of the problem is that Kinetics has very little protection -- a Fire/Kin's best defense is a lot of offense. Kinetics has a heal, a single target slow and some damage debuffing, but that's about it. So, against tougher foes, a Fire/Kin is at a disadvantage.
Siphon speed -rech, -spd
Siphon power -dmg
Transfusion -regen
Transference -end
Fulcrum shift -dmg
However, what most players focus on is what they can do as a buffer: speed boost for +spd/+rech, fulcrum shift +dmg. Many bad fire/kin players don't even realize that they can make substantial differences in AV fights as a debuffer. I've lost track of how many times I've asked a (bad) fire/kin player to use tranfusion on an AV to help keep it's -regen down. I'm sure they don't even realize that the fulcrum shift they're doing is actually cutting down incoming damage.
So while a /kin controller can't offer as much protection as a /cold or /FF controller, their damage mitigation abilities are far from bad. -
Quote:The problem with a lot of fire/kin players (note I'm referring to the players not the character type) is that they build their fire/kins for farming and expect that the play style and build they use for that activity will do well outside of the farm.So they kill lot faster? I was on a team with my ice/storm troller and someone else brought a fire/kin, sadly they died and was killing slower then my troller
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By some of your recommendations wouldn't ill/kin be better suited for farming?
They are sadly mistaken. You go into farm and line up the easiest patsies you can find for the most xp/inf for the shortest amount of the time. In the *real* game, you encounter stuff with exotic damage, lots of mezzes, endurance sapping, slows and all sorts of other things that make a farm built fire/kin look very mortal. It's laughable to see a farming fire/kin open with fire cages and run right into the middle of the mob against foes like Arachnos assuming their smash/lethal defense will save them, only to face plant because Arachnos does a lot of exotic damage, will mez you, placate you and do all sorts of other nasty things. Unless I know the player, I'm very hesitant to team with PuG fire/kins.
This isn't to say that a well played fire/kin can't excel in a team situation facing these kinds of foes, but a number of players can't get the farm mentality out of their heads and therefore assume that the patsies they beat on the farm are the same as foes they face elsewhere.