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Quote:Looks solid overall. However three nitpicks.Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Scorch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(19)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), S'fstPrt-ResDam/Def+(46)
Level 2: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(11), T'Death-Dmg/EndRdx(13)
Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-Heal(5), Numna-Heal/Rchg(19)
Level 6: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(15)
Level 8: Build Up -- GSFC-ToHit/Rchg(A), GSFC-ToHit(13), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Heal(A), Numna-Heal/EndRdx(21), Numna-Regen/Rcvry+(31), RgnTis-Regen+(33), Heal-I(39)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(40), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Rchg(43), Sciroc-Acc/Dmg/EndRdx(43)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), P'Shift-EndMod/Acc/Rchg(23), P'Shift-Acc/Rchg(23), P'Shift-EndMod/Rchg(27), P'Shift-EndMod/Acc(37)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(40), Zephyr-Travel/EndRdx(40), Zephyr-Travel(46)
Level 24: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
Level 26: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(31)
Level 28: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 30: Kick -- Empty(A)
Level 32: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
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: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(39), ImpArm-ResPsi(39), ImpArm-ResDam/Rchg(48)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(46)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(50), P'Shift-EndMod/Rchg(50), Mrcl-Rcvry+(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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1. Looks like you're way over ranged positional defense. Mine shows you have close to 49%. Have you accounted for the fact that a bug in Mid's doesn't factor in the 3.75% ranged defense for Phalanx Fighting. Use that to move around slots (slot in a Crushing Impact and then move the extra slot to Active Defense (see below).
2. The Psi resistance proc in Tough gives you very little value. With the proc, you have 3% psi resitance or not enough to matter. Swap it out for a Res/End/Rech piece to up smash/lethal resistance and save a bit on endurance.
3. I'd move a 2nd recharge IO into Active Fighting. It's helpful when you exempt down, and since you don't have purple sets in the build, it's nice to be able to count on perma mez protection when you exempt and lose your set bonuses. -
Quote:I'd redo the build. If you're not going to take shield charge, make a /SR toon. They're easier to soft cap and allow you to take the fire melee powers you want.Since the topic is already here, I'd like to submit mine for critique as well.
I wanted a /SD build with Aid self, and I had to make sacrifices to fit it in. I gave up shield charge, which I am definitely not happy about.
What I'm thinking is that I'll have two builds, one being for exemping. At low levels I can't help but take both cremate and fire sword, but once I hit the 30s and get both incinerate and fire sword and get them slotted I'm thinking I won't need it, which would clear up a power slot and full slotting for shield charge, and I could just take my secondary powers earlier to fit in the build. That would give me three single target and three AoE attacks.
I'm theory crafting the entire thing though, and I have no experience with fire melee. Of the first three attacks, which two are most skippable? Is shield charge worth only taking one of them? Advice would be great.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Medicine
Hero Profile:
Level 1: Fire Sword -- Dam%(A), Dmg/EndRdx(7), Dmg/Rchg(9), Dmg(9), Acc/Dmg/Rchg(46), Acc/Rchg(46)
Level 1: Deflection -- Rchg+(A), Def/EndRdx(3), Def/EndRdx/Rchg(3), Def(5), ResDam(5), ResDam/EndRdx(7)
Level 2: Cremate -- Dmg/EndRdx/Rchg(A), Acc/Dmg/EndRdx(13), Acc/Dmg(17), Dmg/EndRdx(17), Dmg/Rchg(19), Acc/Dmg/Rchg(46)
Level 4: True Grit -- Heal-I(A), Heal-I(19), ResDam-I(21), ResDam-I(21)
Level 6: Kick -- Acc-I(A)
Level 8: Breath of Fire -- Dam%(A), Acc/Dmg/Rchg(23), Dmg/Rchg(23), Acc/Rchg(25), Dmg(25), Dmg/EndRdx(45)
Level 10: Combat Jumping -- Rchg+(A), Travel(11), Travel/EndRdx(11), ResKB(13)
Level 12: Build Up -- Build%(A), ToHit/Rchg(27), ToHit/Rchg/EndRdx(27), Rchg/EndRdx(29), ToHit(29), ToHit/EndRdx(34)
Level 14: Super Jump -- Travel(A), Travel/EndRdx(15), ResKB(15)
Level 16: Active Defense -- RechRdx-I(A), EndRdx-I(45)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Heal/+End(A), Rcvry+(40), Regen/Rcvry+(43)
Level 22: Stamina -- End%(A), EndMod(40), EndMod-I(40)
Level 24: Battle Agility -- Def(A), EndRdx(37), Def/EndRdx(37), Def/Rchg(39), EndRdx/Rchg(39), Def/EndRdx/Rchg(39)
Level 26: Fire Sword Circle -- %Dam(A), Dmg(36), Acc/Rchg(36), Dmg/Rchg(36), Acc/Dmg/Rchg(37), Acc/Dmg/EndRdx/Rchg(45)
Level 28: Aid Other -- Heal-I(A)
Level 30: Aid Self -- Heal(A), Heal/Rchg(31), Heal/EndRdx(31), Heal/EndRdx/Rchg(31), EndRdx/Rchg(33)
Level 32: Incinerate -- Dam%(A), Acc/Dmg/EndRdx/Rchg(33), Acc/Dmg(33), Dmg/EndRdx(34), Dmg/Rchg(34), Acc/EndRdx/Rchg(50)
Level 35: Against All Odds -- EndRdx-I(A)
Level 38: Phalanx Fighting -- Rchg+(A)
Level 41: Greater Fire Sword -- Dam%(A), Dmg/EndRdx/Rchg(42), Dmg/EndRdx(42), Acc/Dmg(42), Acc/Dmg/EndRdx(43), Dmg/Rchg(43)
Level 44: Tough -- ResDam/Def+(A)
Level 47: Weave -- Def(A), EndRdx(48), Def/EndRdx(48), Def/EndRdx/Rchg(48), EndRdx/Rchg(50), Def/Rchg(50)
Level 49: Grant Cover -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
Set Bonus Totals:- 15% DamageBuff(Smashing)
- 15% DamageBuff(Lethal)
- 15% DamageBuff(Fire)
- 15% DamageBuff(Cold)
- 15% DamageBuff(Energy)
- 15% DamageBuff(Negative)
- 15% DamageBuff(Toxic)
- 15% DamageBuff(Psionic)
- 8% Defense(Smashing)
- 8% Defense(Lethal)
- 7.38% Defense(Fire)
- 7.38% Defense(Cold)
- 11.8% Defense(Energy)
- 11.8% Defense(Negative)
- 3% Defense(Psionic)
- 13% Defense(Melee)
- 20.5% Defense(Ranged)
- 11.8% Defense(AoE)
- 67.5% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 55% Enhancement(Accuracy)
- 10% FlySpeed
- 95.4 HP (7.12%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 6.05%
- MezResist(Immobilize) 12.7%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 13% (0.22 End/sec) Recovery
- 10% (0.56 HP/sec) Regeneration
- 8.82% Resistance(Fire)
- 8.82% Resistance(Cold)
- 5% Resistance(Toxic)
- 2.5% Resistance(Psionic)
- 10% RunSpeed
Set Bonuses:
Hecatomb
(Fire Sword)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
- 5% Resistance(Toxic)
(Deflection)- 10% (0.56 HP/sec) Regeneration
- 15.1 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Deflection)- 2.5% (0.04 End/sec) Recovery
(Cremate)- MezResist(Immobilize) 2.2%
- 15.1 HP (1.12%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 2.5% Resistance(Psionic)
(Breath of Fire)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Combat Jumping)- 7.5% Enhancement(RechargeTime)
(Combat Jumping)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- Knockback Protection (Mag -4)
(Build Up)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Super Jump)- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- Knockback Protection (Mag -4)
(Stamina)- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Battle Agility)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Fire Sword Circle)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Aid Self)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Incinerate)- MezResist(Immobilize) 3.3%
- 20.1 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Phalanx Fighting)- 7.5% Enhancement(RechargeTime)
(Greater Fire Sword)- MezResist(Immobilize) 2.75%
- 20.1 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Tough)- 3% Defense(All)
(Weave)- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
With that said, I'd take shield charge over any of the AoEs you've chosen. Breath of fire is marginal in its usefulness IMO and is completely overshadowed by fire sword circle and shield charge.
The order in which you take your powers bothers me too. As a scrapper, you want to take your mez protection (active defense) as soon as it's available. When I see builds delay it, I automatically think the builder doesn't have experience in making melee characters or it's a concept build gimped on purpose.
I'd also take Battle Agility, AAO and Phalanx Fighting way earlier. You have them way too late in your build.
Also, you have way more positional defense than you need. Anything in excess of 45% is a waste for the most part. I'd move things around to get more recharge, recovery and regen.
Lastly, you have to be happy with your build, and that's all that matters; however, I'd hate playing your build. -
Quote:And yet you have all that time to farm up the influence for an unlimited budget build.i tried the search function BEFORE! posting and havn't found anything. Yes i posted it twice as there was no answer the first time, and im sorry i dont have all the time in the world to make my own builds as i dont have the time to research io's etc, i do work and its not lazyness its called being a training doctor mate, if u were ill would u just expect to go to the doctors and get free advice and help handed to you on a silver platter? i think you would. i thought that there were enough 'nice' people in the coh community that would put there 2 pence worth in... i guess i was wrong i just get people like you that critasize and call people lazy knowing nothing about the other persons personal life.
Just. Not. Buying. It. -
A few things...
1. Slot neutrino bolt like any other blaster power with accuracy, damage and recharge. For defenders I'd understand why people would proc neutrino bolt, but you don't have to do that here.
2. Where's X-Ray beam? X-Ray beam is a good solid attack and you can fire it off when mezzed. It should be in your build IMO.
3. Having played around with both, Electon Haze > Irradiate. Yes, you can have both, but if you had to pick one, I'd take Electron Haze. Don't let the knockback deter you...it's only 25% chance and not nearly as obnoxious as powers from energy blast or AR. Electron Haze is also front loaded damage while Irradiate does its damage in ticks. As a blaster, I'd much rather have stuff dead up front rather than slowly cooked to death (where they can still fire back).
4. Cosmic Burst - take it at 18. Move other stuff around, but take it at 18. It's blaze but with a stun. It's a great power to both stun that annoying Lt or minion and do a lot of damage to it at the same time.
5. I'm not sure why you didn't take frozen armor if you went cold mastery. If you're just looking for cherry picking a couple of extra powers, force epic for PFF and the shield or fire for char and the shield would be far better choices. Frozen armor would be a great addition, and with a few Kinetic Combats in powers like Bone Smasher and Power Thrust, you'd be very close to capped.
6. Concentrate on one type of defense. If you're going for range, then go all in. I'd rather be strong in one type of defense rather than mediocre in a few. Anything below 20% defense is almost meaningless. S/L defense if you're going cold epic is an obvious one to concentrate on.
7. Build up and aim are way underslotted. They're core powers and should receive enough enhancements so they are close to max recharge. In the build above, you have tons of set mules but underslot core powers. Revise your build to use less set mules (boxing, tactics, manuevers, cj) in pool powers and more slotting in core powers. -
First, and most importantly, pick a power set combination you find fun. The best character is the one that you have the most fun playing.
Second, download a build planner like this one. You can get an idea pretty quickly about power combinations, what level certain powers are available and how to enhancement them.
Third, do a little research. Take a read at the guides at the top of this forum. I'd say anything issue 10 or later is mostly still valid and even the earlier versions can give you an idea of what a particular power set combination is like.
Fourth, for basic questions like where to buy enhancements, etc. Visit paragonwiki.com. There are various different kinds of enhancements you can buy directly from stores: training, dual origin (DO) and single origin (SO). And some that must be crafted, invention origin (IO) or bought pre-crafted from the market (Wentworth's or Black Market). See this article for more details.
Fifth, welcome to the game. -
I'm not sure who you would qualify as an expert. I'm loathe to make a post on this thread. You do realize that people make build comments for free taking their own time to do so. Asking to qualify themselves as an expert before hand is nothing short of obnoxious.
And as for the build...to be blunt, it stinks. Especially because of the vast amount of influence you spent on it. And no, it's not out of jealousy. I have billions myself and have no problems outfitting my characters in the best *if* it's what makes them the most effective.
I'm not going to go over every little detail but I will point out three things.
1. Purple procs are exceedingly good for dps yet you've excluded them every time.
2. Your build has no focus. When people build they work towards a goal: capped ranged defense, capped S/L defense, high recharge, high survivability, etc. Your build is all over the place and the only focus you seem to have is that you like to warehouse expensive sets in your build. More expensive IO sets does not necessarily mean that they're the best choice for your build.
3. You should read this: http://paragonwiki.com/wiki/Enhancement_Diversification. You're way over the caps in multiple powers and the amount of increase will be shockingly little to improve your build. -
A friend of mine purposely set his difficulty at -1 from level 2 onwards and at times even turned off xp. He set to complete every story arc at their natural level just to see how many merits he can earn.
Even with this handicap, he found leveling very fast, and had to turn off xp multiple times. This is strictly soloing.
Given the fact that his character is now level 46 (he was level 2 about 3 weeks ago), I don't think that the leveling curve is slow at all. -
Quote:You're naive if you think that it's so terribly complicated to put together a decent farming build or for that matter a high performance farming build.Lmao! First off don't listen to anyone that has posted before me, the best kin farmers don't share what they know since they don't want anymore competition, but there are ways around that rule. I'll take what you have for a build and post what I would do with it in my next post.
This "secret build" stuff is silly. There's only a certain combination of required powers and possible IO sets that go into them. I seriously laugh at people who think builds are top secret and no one could possilbly ever stumble upon them. I'm not stupid enough to think that what I come up with in a build is so original that no one else has ever thought of it. Please, give it a rest.
And farming isn't competitive since it's mostly a solo activity (or it should be if you're maximizing drops/influence for yourself). In what way does your fire/kin compete with mine? Let me give you the answer: it doesn't.
Further, I find all this talk about farming with fire/kins a waste of time anyway. 1) Fire/kins aren't really any faster than a number of others builds that can be built rather cheaply. 2) Market > farming in terms of influence/infamy gain. If someone wanted to gain influence quickly, I'd tell them to learn the ins and outs of the market not waste their time leveling up a character solely for farming (which is a tedious exercise anyway). -
I didn't like either of the builds posted, so here's one that I drew up. Stats:
* Soft capped 45.9 melee / 45.9 ranged / 45.1 AoE
* Endurance efficient: .55 end/sec usage, 3.15 sec recovery
* Good natural regen: 319% (so you can forgo aid self)
* 96.3% global recharge
* No purples used, though honestly the build could be tweaked very easily to include them.
* Hasten as a periodic buff - only 1 slot, but I figure you'd rely on your natural base recharge most of the time and just save it for tougher fights. With a high global recharge, you honestly won't miss it.
You could easily fit in fighting if you cared to, slot the Steadfast Res/Def and have a lot more flexibility in your build; however, since the build was capped without it, I didn't go for fighting pool.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Elec-SR: Level 50 Natural Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Charged Brawl -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx/Rchg:50(3), C'ngImp-Dmg/Rchg:50(7), C'ngImp-Acc/Dmg/Rchg:50(19), C'ngImp-Acc/Dmg/EndRdx:50(31)
Level 1: Focused Fighting -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(5), LkGmblr-Def:50(11), LkGmblr-Rchg+:50(17)
Level 2: Jacobs Ladder -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(3), Oblit-Dmg/Rchg:50(7), Oblit-Acc/Dmg/Rchg:50(29), Oblit-Acc/Dmg/EndRdx/Rchg:50(29), Oblit-%Dam:50(37)
Level 4: Focused Senses -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Rchg+:50(5), LkGmblr-Def:50(11), LkGmblr-Def/EndRdx/Rchg:50(39)
Level 6: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(13), GSFC-ToHit/Rchg/EndRdx:50(15), GSFC-Rchg/EndRdx:50(15), GSFC-ToHit/EndRdx:50(31), GSFC-Build%:50(40)
Level 8: Thunder Strike -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(9), Oblit-Dmg/Rchg:50(9), Oblit-Acc/Dmg/Rchg:50(19), Oblit-Acc/Dmg/EndRdx/Rchg:50(27), Oblit-%Dam:50(37)
Level 10: Practiced Brawler -- RechRdx-I:50(A)
Level 12: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(13), Zephyr-ResKB:50(17), DefBuff-I:50(39)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(40), Zephyr-ResKB:50(43)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(25), Mrcl-Heal:40(37), Mrcl-Rcvry+:40(39), RgnTis-Regen+:30(46)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc/Rchg:50(21), P'Shift-End%:50(25), P'Shift-Acc/Rchg:50(43), P'Shift-EndMod/Acc:50(43)
Level 22: Chain Induction -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx/Rchg:50(23), C'ngImp-Dmg/Rchg:50(23), C'ngImp-Acc/Dmg/Rchg:50(27), C'ngImp-Acc/Dmg/EndRdx:50(31)
Level 24: Dodge -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(40)
Level 26: Quickness -- Run-I:50(A)
Level 28: Agile -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(34)
Level 30: Lucky -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
Level 32: Lightning Rod -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(34)
Level 35: Evasion -- S'dpty-Def/EndRdx:40(A), S'dpty-EndRdx:40(36), S'dpty-Def/EndRdx/Rchg:40(36), S'dpty-Def:40(36), S'dpty-Def/Rchg:40(50)
Level 38: Swift -- Run-I:50(A)
Level 41: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(42), BasGaze-EndRdx/Rchg/Hold:30(42), BasGaze-Acc/EndRdx/Rchg/Hold:30(42)
Level 44: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45), Thundr-Acc/Dmg/Rchg:50(45), Thundr-Acc/Dmg/EndRdx:50(46), Thundr-Dmg/EndRdx/Rchg:50(46)
Level 47: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dam%:50(50)
Level 49: Hasten -- RechRdx-I:50(A)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- QckFt-EndRdx/RunSpd:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Critical Hit
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I'm not really sure how to take this request for help.
If you have an unlimited budget, build a fire/kin of your own. That's what I'd do. If your friend's fire/kin is properly built, he doesn't need your blaster.
I see farming nowadays as mostly a solo activity *if* you've invested in your farm build. If your friend has mostly a SO build then you want to roll an empath or another kin. He'll do plenty of damage in a farm environment without your blaster disrupting targets for fulcum shift.
If you're still insistent on "helping" then just build a fire/em with all the AoEs, aim, build up and boost range. SOs will be just fine because you're not solo farming. I wouldn't spend the influence on pricey IOs to build a blaster for the scenario you describe. It's a waste. Your friend should be locking down all targets anyway...why would you need survivability? -
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Quote:Pretty much agree with this. The defense debuffs that Lord Winter uses is also pretty brutal.Subjective feedback on the new Lord Winter event:
1) A GM with 226k HP that regens, even at a reduced rate, seems excessive, on top of all his protection and status effects.
2) Those autohit northern light bolts really tear down teams light on support.
3) Lord Winter is so huge that damage numbers and 'unaffected' messages appear out of view from most camera angles. It's not always readily apparent that he's been phased without monitoring combat logs. Clearer visual cues would be good.
3) Lord Winter inflicts autohit endurance drain in an already-prolonged fight. This seems brutal.
Tried to take him on with 2 full teams and we weren't able to defeat him on time, though we did manage to spawn the Winter Guardian three times. -
Quote:Early this morning, I think I was perhaps one of the few heroes in Talos opening presents (I logged on right after maintenance), so search showed only 3 heroes present. I got the WL to spawn after about 20 presents or so. I'm sure the number of presents isn't 100.i heard you need to open like a hunder ish present per zone so this can be do solo i think now to get winter lord
plus not 100% sure just yet it seem to be a ramdom spawn of the winter lord once the certain amount of present is been collected from a ramdon present location -
One small thing I wish they could correct. When you talk to the City Representative to enter the room with the capsule, she tells you that the room is just down the hall. My character was sent to another building in Atlas Park. Probably a bug.
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Aye confirmed. I just assumed that it would be in the 20-24 range since that's when the cape mission is available for new characters.
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Wasn't able to find this mission in the Ouro crystal within the base. I'll try the one in Ouro - aren't they the same?
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Ultimo - how is this different than the myriad other posts you've made about FF defenders? If you don't like it, just delete it and reroll. Pretty simple.
You've got to know by now that people regard you with a jaundiced viewpoint because you say essentially same thing over and over again. And nothing they post seem to sway you even though they bring in mounds of evidence.
I think I offered something constructive in the last iteration of this same post. Not going to make the same mistake twice. -
As sarcastic as the OP's suggestion is, if you look at the state of the game, the PvE game *IS* too easy. High end builds can trivialize any PvE content in this game. Players are soloing hard taskforces, multiple AVs and GMs.
I honestly wouldn't be surprised if they do another round of "balancing" in preparation for GR. This isn't me calling for another round of global nerfs. Personally, I'd hate it. But I wouldn't be surprised if they contemplated it.
DR has already been beta tested in PvP. At some point, it makes sense to unify the rulesets. Making damage equivalent to animation time is probably a conceptual rule they should've implemented long ago. Same with things like heal decay, which forces players to come up with something other than heal spamming. The plethora of +def IO set bonuses is rather broken too, and DR would neatly solve that problem.
The backstory for GR (like CoV before it) provides another opportunity to capitalize on PvP. I don't think that they'll leave PvP in the state they have it in, but I think it would be naive to think that some of the balancing they've already done in PvP won't eventually make their way to the PvE side of the game. -
Quote:It would be amusing to see the howling. Imagine if all PvE builds were harder to soft cap for defense, if empaths had heal decay so spamming healing aura was less effective, that all melees had mez resistance instead of protection, powers on some primary sets were doing less than than epic or pool powers, many debuffs were near useless, the exaggerated travel suppression, etc. Yeah, people would quit in droves. And yet, I'm always surprised to see some hardcore PvE players act surprised when the majority of the PvP community left when these changes were implemented.Here's an amusing social experiment: go into the suggestions and ideas forum and start a thread about how the game could stand to use some rebalancing to bring certain "problem" builds in line, as everyone knows there are certain powerset combinations that are way better than others. In this thread, you'd list off the changes made to PvP in I13, but reword them and apply them to PvE so it's not immediately obvious. Make the post, and then watch the uproar as people would say "wow, if they did that, I'd quit the game." The devs knew this when I13 happened, yet they also knew that the existing PvP playerbase was so small as to be completely expendable so they had absolutely no qualm with making all those changes. Now, the PvP playerbase is even smaller, which makes me wonder if they're thinking to themselves "well, it can't get much worse, let's throw some more changes at them and see what happens," or if they're saying "hm, we should fix this."
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I've gone head to head with a perma-drain psyche (though not soft capped S/L defense) fire/mental blaster with my fire/shield/blaze. Verdict: toss up.
The fire/shield is more durable (and mez protection helps) and build up + AAO + shield charge can pretty much wipe out an entire group with the exception of bosses, which are heavily damaged.
The fire/mental once it gets going can go non-stop since it doesn't run out of end, and can launch AoE after AoE. Oddly, the only thing that slows it down is that it has no way to attract aggro and stuff runs away a lot (not a problem with AAO with a shield scrapper).
Bottom line: you won't be disappointed with your fire/ment once you build it. I'd say performance is roughly comparable. -
Nicely done Silver. Perhaps we should promote 'silverado' as a verb. Usage: my blaster just silveradoed Anti-Matter.
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Quote:This is exactly my impression of the combo. Sleet is game changing for the build, but comes late at level 35. Dark blast damage is *not* going to wow you.I've been leveling a Dark/Cold up, and I found it absolutely terrible to solo from 1-26. I almost gave up on the alt. It got a tiny bit better after 26 with Life Drain. I did some frankenslotting at 32 and soloability improved quite a bit. Once I got to 35, Sleet made things a lot easier. That's when I really started to like the combo, and was the major turning point from pretty sucky to quite good. After Sleet you can look forward to Heat Loss and PPPs, which will be nice for soloing as well. So yeah, Dark/Cold is viable for soloing, but it's nothing special until 35+.
It's a powerful combination, but it matures late. -
You honestly need to give us an idea about what powers you want and what your build goals are. Just blindly giving you a build without knowing how you intend to play (or for that matter, what travel power you want, what epic you want, etc.) won't do you any good.
Why don't you at least start by posting your current build and then state some of the things you'd like to improve (more hitpoints, more recharge, ranged defense, more recovery, more regen, etc.) Don't say I'd like to improve all of the above, because that's not helpful either.
Also, I'd prefer you'd state what you want to spend in terms of budget. Makes things simpler. I have billions and a budget build for me probably means something different to me than it does to you. A ball park estimate of 50M, 100M, 500M, etc. will suffice. -
I've been pretty surprised with AR/Mental. I have an AR/Dev at 50 and have leveled (though she's been deleted since) an AR/Energy.
I actually think the key powers for mental manipulation are psychic scream (another high damage cone), drain psyche, psychic shockwave and world of confusion.
I think of the powers I listed I think I'll get the most scoffs at world of confusion. It's terrible when you first get it, and honestly, I thought I made a horrible mistake when I picked it up. However, once you have a well slotted drain psyche, psy shockwave and a decent amount of global recharge, world of confusion works out pretty well. It provides just enough mitigation to safely charge that group, get in psy shockwave and then use drain psyche.
After you're charged up with drain psyche, you're pretty much unstoppable for the duration and can unleash cone after cone of damage without worrying about endurance or face planting.
As for redraw, yeah, it has it. But so does archery or combining AR with any other secondary. You just get used to it.
AR/Mental requires quite a bit of investment in IOs to get it going on all cylinders, but once built, it's a very nice late game build.