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Posts
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This is how I would do it.
You'll note some differences in the build. First off, I ditched Jacob's Ladder. It's a decent attack but I hate the pause before the attack fires off. I skipped it in my electric/shield brute and haven't missed it. With LR, shield charge, thunderstrike and fireball, you have plenty of AoEs. And for single target, you have charged brawl, chain induction (it can also hit multiple targets, but I tend to use it as a single target attack) and fire blast.
Build is capped at every position (melee, ranged, AoE). No purples, but lots of LoTGs, so the build isn't a budget build by any means. Build has 71.3% global recharge.
I also put in a travel power. If you don't like super jump, you can substitute whatever you like. Either combat jumping or hover is required though.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Elec-Shield: Level 50 Magic Scrapper
Primary Power Set: Electrical 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: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(27), Mako-Dam%(40)
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(3), LkGmblr-Rchg+(11), S'fstPrt-ResDam/EndRdx(17), S'fstPrt-ResDam/Def+(27)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Def(23), LkGmblr-Rchg+(23)
Level 4: True Grit -- Heal-I(A), Heal-I(43)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(43)
Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-%Dam(34)
Level 10: Active Defense -- HO:Membr(A), HO:Membr(11)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(13), LkGmblr-Def/EndRdx(37), LkGmblr-Rchg+(46), LkGmblr-Def(46)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(21)
Level 22: Against All Odds -- EndRdx-I(A)
Level 24: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(25), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(29)
Level 26: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 28: Boxing -- Acc-I(A)
Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(31), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(31), Aegis-Psi/Status(43)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%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: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def(39), LkGmblr-Rchg+(39)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Acc/EndRdx/Rchg/Hold(42), BasGaze-Rchg/Hold(42)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Dmg/EndRdx(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(50)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Hasten -- RechRdx-I(A), 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
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Set Bonus Totals:- 14.5% DamageBuff(Smashing)
- 14.5% DamageBuff(Lethal)
- 14.5% DamageBuff(Fire)
- 14.5% DamageBuff(Cold)
- 14.5% DamageBuff(Energy)
- 14.5% DamageBuff(Negative)
- 14.5% DamageBuff(Toxic)
- 14.5% DamageBuff(Psionic)
- 9.88% Defense(Smashing)
- 9.88% Defense(Lethal)
- 12.1% Defense(Fire)
- 12.1% Defense(Cold)
- 15.5% Defense(Energy)
- 15.5% Defense(Negative)
- 3% Defense(Psionic)
- 16.8% Defense(Melee)
- 20.5% Defense(Ranged)
- 16.4% Defense(AoE)
- 59% Enhancement(Accuracy)
- 71.3% Enhancement(RechargeTime)
- 14% FlySpeed
- 120.5 HP (9%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 3.3%
- MezResist(Immobilize) 5.5%
- MezResist(Stun) 6.6%
- 10.5% (0.18 End/sec) Recovery
- 40% (2.24 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 3% Resistance(Psionic)
- 19% RunSpeed
- 2.5% XPDebtProtection
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I'm kind of torn whether or not I'll respec my spines/regen to take advantage of i16 or not. Taking physical perfection from body would obliviate any need to take fitness; however, I like the fitness line. And in the build I'm using, being able move quickly into position to line up cone attacks is a very nice to have.
This is the current build I'm using. No purples, but she's fun to play. She's a mostly at range type...throw spines, impale, epic ranged blasts with moving in for the occasional ripper. You'll note that spine burst and quills are conspicuously absent from the build.
She's very survivable largely because she's at range and not in melee and because she can open with energy torrent for a almost guaranteed knockdown. In the situations where she can't do that, she can fall back on MoG or one of her other click heals.
She's spec'ed for recharge (72.5% without purples), hitpoints and some regen. The Winter's Gift slow resistance IO is worth every penny I paid for it. It makes a *huge* difference in survivability when you're hit by those slowing Council blasts or fighting opposition that use ice attacks.
I may spec into physical perfection, but the build as is plays very nicely. I have no trouble either outputting enough damage or staying upright (better than many scrappers that has to wade in to the pack). The only thing I sometimes miss having is quills, usually during those times when I'm wading into melee for ripper.
The build is very endurance friendly. Most times, I don't even see the blue bar move.
My spines "blaster"
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Spines-Regen Ranger: Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(34)
Level 1: Fast Healing -- Numna-Heal/EndRdx(A), Numna-Heal(13), Numna-Heal/Rchg(40), Numna-Regen/Rcvry+(46)
Level 2: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(19), Dct'dW-Rchg(31)
Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-End%(5)
Level 6: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(7), AdjTgt-ToHit/EndRdx/Rchg(7), AdjTgt-EndRdx/Rchg(40), AdjTgt-Rchg(43)
Level 8: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(15), Decim-Acc/Dmg/Rchg(15), HO:Centri(46)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(21), Dct'dW-Rchg(31)
Level 12: Combat Jumping -- Winter-ResSlow(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def(43), LkGmblr-Rchg+(50)
Level 14: Super Jump -- Jump-I(A)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(17), Numna-Heal(21)
Level 18: Swift -- Run-I(A)
Level 20: Hurdle -- Jump-I(A)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-End%(34)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal(31), Dct'dW-Rchg(36)
Level 30: Boxing -- Acc-I(A)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34)
Level 35: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(36), TtmC'tng-ResDam(36)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/Rchg(39), RechRdx-I(39), RechRdx-I(40)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg/EndRdx(42), GSFC-ToHit/EndRdx(42), GSFC-Rchg/EndRdx(42)
Level 44: Laser Beam Eyes -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
Level 47: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(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:- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 1.88% Defense(Smashing)
- 1.88% Defense(Lethal)
- 3.75% Defense(Melee)
- 4.5% Max End
- 24% Enhancement(Heal)
- 43% Enhancement(Accuracy)
- 72.5% Enhancement(RechargeTime)
- 15% FlySpeed
- 220.9 HP (16.5%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- MezResist(Immobilize) 7.7%
- MezResist(Sleep) 2.2%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 6.6%
- 7.5% (0.13 End/sec) Recovery
- 54% (3.02 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 6.93% Resistance(Fire)
- 6.93% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 15% RunSpeed
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St0n3y, thank you so much for doing this!
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I won't miss the crowds in AE at all. And now there are other farming alternatives, I don't think AE will come close to its former prominence. Diversity of mission choice will be better for the game.
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Hate to say it, but I think this will be cat's meow for quite some time. I just spec'ed into blaze mastery and fire sword circle -> shield charge -> fire ball is as good as I thought it would be. I think there will be a lot of these rolled up in the coming weeks.
I've been farming +level 4 x 8 on the Axis America map and everything just disintegrates. IO'ed up, this build kills about as fast as a top end fire/kin. -
Quote:I think based on what you have, I'd recommend going tanker. Trying to optimize a shield scrapper (soft capped defenses, good dps, good innate regen) will burn through 100M very quickly. You might spend all that in getting just 1 set.As far as funding goes, I have about 100m spread between all my toons. I do plan on IOing the heck out of one eventually, assuming I get it high enough level to make it worth it, it's just a matter of what can get me through the massive spawns the best. I'm generally a fan of better survivability over damage but the cap in this game sorta puts a damper on that one.
This is not me trying to put you down. However, generating vast amounts of influence requires either a lot of time or some market savvy. I have 1 billion saved up to upgrade my current fire/shield into the sets I want (she's currently soft capped and has a Miracle proc, 4 LoTG Recharges, 2 full sets of Obliterations, 2 full sets of BoTZ) and I may have barely enough to cover what I'm trying to buy. -
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Quote:My question is how does *any* player allow a DB character get a combo off of her in PvP? You either have to be dumb, not paying attention or handicapped in some way to allow that to happen.Most of the DB-hate is because in regular pvp against non-melee-focused opponents, they'll never sit in melee range with you long enough for you to chain combos together. If you're in a melee-vs-melee duel, and the DB brute can just happily build up his fury and you don't bounce around at all to pop other powers and delay his combo timing, then DB can do fairly decent damage.
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If you look at my proposed build, that is indeed what I suggest as a potential attack chain. And RoF is slotted with Thunderstrikes.
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EDIT: As was pointed out to me in game, RoF (blaster version) does indeed have -fly. I stand corrected on this point.
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Brutes aren't a bad choice either. I'm assuming you're interested in a hero AT choice, but if you don't care, large packed in mobs provide a brute an amazing damage boost.
As for scrappers, I have a fire/shield that can decimate large groups set for 6-8. Against All Odds + Shield Charge + Fire Sword Circle kills all minions instantly, and Lts. are badly hurt. That basically just leaves you with bosses after a few attacks and you have the defenses to stand up to them. I have no problem standing up to a pack of 7-9 level 53 bosses with a little bit of inspiration use (which drop fast anyway). I'm assuming that DM/Shield and BS/Shield can do well too.
If you're looking for a high survivability scrapper, then consider a Katana/Invulnerability. It's feasible to get a build that's soft capped (or close to it) in defense, have around 70+% resists, perma dull pain (or close to it), has excellent end recovery and fairly good damage output. That's about as tankish as a scrapper you can get. -
I'd do it this way.
This is more of a hover / ranged / keep them pinned down with ring of fire / snow storm approach. Chain would be ring of fire, flares, blaze, flares.
You're not quite soft capped (44.8% assuming PvP +3% def IO in the open slot), but you're close enough. Your heals would be the occasional hoarfrost and hibernate if you got hurt bad.
Definitely not as exciting as Nihilii's approach, but not as dependent on inspirations. Might be possible (though doubtful) that you could make it without using a single inspiration, though I suspect you would have to eat a green or three if the AV got a consecutive string of lucky hits.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
AV-Fire-Fire: Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Flares -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(3), Apoc-Dmg(9), Apoc-Acc/Rchg(17), Apoc-Dam%(34)
Level 1: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(40)
Level 2: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(43)
Level 4: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(5), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Acc/Rchg(37), Ragnrk-Dmg/EndRdx(37)
Level 6: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(7), Zephyr-ResKB(7), LkGmblr-Rchg+(23), LkGmblr-Def(29), LkGmblr-Def/Rchg(43)
Level 8: Swift -- Flight-I(A)
Level 10: Fire Sword Circle -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(11), Armgdn-Acc/Rchg(11), Armgdn-Dmg/EndRdx(42), Armgdn-Acc/Dmg/Rchg(42)
Level 12: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46), GSFC-Build%(48)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Health -- Mrcl-Rcvry+(A)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(21)
Level 22: Build Up -- RechRdx-I(A), RechRdx-I(23)
Level 24: Fire Sword -- Hectmb-Dmg(A), Hectmb-Dmg/EndRdx(25), Hectmb-Acc/Dmg/Rchg(25), Hectmb-Acc/Rchg(31), Hectmb-Dam%(42)
Level 26: Kick -- Acc-I(A)
Level 28: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(29)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(33), LkGmblr-Rchg+(33), LkGmblr-Def/EndRdx/Rchg(43)
Level 35: Blazing Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(39)
Level 38: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(39)
Level 41: Snow Storm -- EndRdx-I(A)
Level 44: Frozen Armor -- S'fstPrt-ResDam/Def+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(45), LkGmblr-Rchg+(45), Empty(46)
Level 47: Hoarfrost -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(48), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(50), Numna-Heal(50), Numna-Regen/Rcvry+(50)
Level 49: Hibernate -- RechRdx-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
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Set Bonus Totals:- 6.5% DamageBuff(Smashing)
- 6.5% DamageBuff(Lethal)
- 6.5% DamageBuff(Fire)
- 6.5% DamageBuff(Cold)
- 6.5% DamageBuff(Energy)
- 6.5% DamageBuff(Negative)
- 6.5% DamageBuff(Toxic)
- 6.5% DamageBuff(Psionic)
- 4.25% Defense(Smashing)
- 4.25% Defense(Lethal)
- 7.38% Defense(Fire)
- 7.38% Defense(Cold)
- 25.8% Defense(Energy)
- 25.8% Defense(Negative)
- 3% Defense(Psionic)
- 5.5% Defense(Melee)
- 33.6% Defense(Ranged)
- 11.8% Defense(AoE)
- 62.5% Enhancement(RechargeTime)
- 6% Enhancement(Heal)
- 82% Enhancement(Accuracy)
- 26% FlySpeed
- 122 HP (10.1%) HitPoints
- 26% JumpHeight
- 26% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Held) 3.3%
- 25% (0.42 End/sec) Recovery
- 58% (2.92 HP/sec) Regeneration
- 7.56% Resistance(Fire)
- 7.56% Resistance(Cold)
- 26% RunSpeed
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Quote:An easy way to keep AVs at range is simply take hover and take snow storm (since it is a -fly) from the ice epic to keep them grounded. You don't need to use multiple applications of ring of fire that way. If the AV can't fly then, you don't even need snow storm.The best way to do this is with ranged defense IO bonuses and kiting/immobolizing (AVs have poor Immob. resists and are easily stopped with one or two applications of a well slotted Ring of Fire). I've got a build that can solo AVs pretty well without a real heal, but that may not work best for you...
Since I like keeping my build secret I'll just suggest IOs : )
Thunderstrike is your best friend.
Executioner's Contract is also a great set for Blazing Bolt
Fully slotting Ring of Fire with Trap of the Hunter yields a good bonus
Mako's Bite in Fire Sword is also good
Two slotting Blessing of the Zephyr is a great way to get a nice bonus
Oh, also, your APP is very important to making yourself able to solo AVs. Don't just go with one that looks the prettiest, sometimes you have to look like blockman to get things done...
Further, ring of fire *should* be slotted for damage and made part of your attack chain. The attack has great dpa which is important for soloing AVs and it can take the Thunderstrike set which contributes to your ranged defense.
The snipe and fire sword may be taken but they're mostly set mules if you're going for an all ranged approach. Sure you can be opportunistic and use fire sword once in a while kiting the AV, but you'll never use the snipe (slow and relatively poor damage for activation time). Also, Executioner's Contract has horrible attributes apart from the 6th global bonus it provides.
I can see an attack chain consisting of flares, ring of fire and blaze...all high dpa attacks chained continuously.
After maxing out ranged defense, I'd concentrate on recharge, end recovery and hitpoints. Be aware though that some AVs (Infernal comes to mind) also launch some very high damage ranged AoE attacks, so if you can get some AoE defense that will be helpful as well.
And lol @ this "secret build" business. There's *many* builds that can solo AVs, and the only thing that determines a successful AV soloing build in many cases is being able to put together something decent in Mid's and being able to fund it. I'm not presumptuous enough to think that I've come up with something super duper secret that at least a thousand other players haven't already come up with. -
My take on it:
WP - good pairing because it synergizes with powers like spine burst and quills that puts you right in the middle of the action. It also solves how endurance unfriendly spines can be, since you have access to quick recovery. Probably the most synergistic choice.
Regen - great for an almost all ranged concept where you don't take spine burst and quills but go for a ranged attack chain (throw spines, impale, 2 epic ranged attacks with the occasional ripper). It works because +rech you get for regen helps you spam a lot of cone range attack at range. Built well, the combination can be extremely tough since the +slow in the spines attacks provide decent mitigation as well.
SR - a good solid secondary for spines. Lots of mitigation (especially soft capped) allows you to choose a play style that it's either PBAoE centric or mostly ranged. Spines can be endurance unfriendly, so this build will need some help with recovery. The innate +rech of quickness works well to get some of the slow charging spines attacks available more quickly.
Dark - built for PBAoE damage with quills and the dark armor auras doing most of the heavy lifting. Was considered almost unplayable without carefully managing toggles back before IOs. Now, while it is still endurance expensive, IO recovery bonuses make it much more manageable. With a lot of IO investment, it's probably the strongest spines combination (IMO).
Fire armor - a concept much like dark armor but with a higher damage potential with fiery embrace and blazing aura thrown into the mix. However, it's arguably the squishiest of the spines combinations. While the combination sounds great on paper, it probably lags behind a well built spines/dark, since you trade away a lot of survivability for greater damage output.
Electric armor - about as squishy as fire armor I presume but with no endurance issues, the ability to sap endurance away from foes in long fights and lightning reflexes providing innate +rech. The small heal lags behind what fire and dark armor gets. Still, it has some nice extras such as a near immunity to end drain and energy damage, which are nice things to have in the end game. I haven't played this combination so these are presumptions based on what I know of electric armor in brutes. -
Quote:I don't know if anyone knows without testing it. Inuition tells me it's when the enemy triggers it.Does the Force Feedback proc trigger in trip mine when the power is used or when an enemy triggers the bomb?
Paragon Wiki had this to say about it:
- This proc gives a 10% chance for a 100% recharge boost to all powers lasting 5 seconds every time the power is activated.
- The chance triggers everytime a mob is affected so it is best used in AOE knockback/knockdown powers
This seems to suggest that the proc won't fire off until an enemy is affected (damaged) by the power. I've never slotted trip mine with this proc so take what I say with a grain of salt. -
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To answer your question, skipping surveillance won't make or break your character. It's a nice to have, but nothing that's absolutely crucial.
As to your build, it could be better.
Manuevers for example is a bad choice. If you want the extra 3.x% ranged defense, why not just pick up hover and slot up two Blessing of the Zephyr IOs. The non-kb ones aren't really that expensive and it only costs you one additional slot besides the default, leaving you two extra slots to put elsewhere. Blasters have horrible leadership mods anyhow and no group is going to bemoan the fact you don't have it on the help out the group. Hover, on the other hand, would probably be more useful in situations where you don't want to get into melee at all, and you're facing a mob type that ignores web grenades and caltrops (e.g., Warwolves). BTW, as you may know, combat jumping and hover can be run together...toggling one does not turn the other off. Just making this small change will put you at 45.1 instead of 45.3 ranged, so you're still soft capped.
The other thing I noticed is that you can probably move slots away from fire breath and rain of fire. Both are inherently accurate (1.2 and 2.0 respectively). You can at least take the generic Acc out of there. With 40%+ accuracy and targeting drone, I really don't have much accuracy issues with my fire/dev.
With the extra slots, you can slot up tough or body armor, add slots to Weave, and 6 slot it with Red Fortune (for both the 5% recharge and the +2.5% to range defense...in case you don't want to toggle on combat jumping).
Lastly, I'm not sure if you are aware that cloaking device, even suppressed, gives you around 1.75% defense...you should account for that in your slotting, because my calculations show you're in the neighborhood of 47% with it toggled on. -
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Quote:Like an earlier poster said before, I think the opposite may occur. Unlockable for badges actually make badges somewhat valuable. Otherwise, I know I wouldn't bother with a single one of them.Before some hero player jumps in and says no badge is required, I will stop you and say yes there are two. The Patron badge, you cannot unlock villain Epics with out it. Heroes have no such requirement. And the Usurper badge, you cannot start the Recluse Strike force without it. Heroes have no such requirement.
And unlockables do exist hero side too. Katie Hanon, Hess to just name two requires unlocks.
Quote:Reason: quite often when pursuing these "goals" it is best to out level it based on you AT and power sets. With Super exemping taking you down to the level of the mission, with a few extra powers, it is may present a big problem for squishies. Especially when you are doing an arc like Scirocco's where seemingly every other mission has a Hero to fight. Some Hero class critters are a cake walk solo on level one when they scale to EB, others however are not.
Please take a look at it.
And this is a MMO. I can't remember a time when I haven't had someone respond to a broadcast "I need someone to help me get past this elite boss..." I have had players go out of their way to help me.
This isn't saying that you don't have a point about villain-hero parity in unlockables; however, saying that the patron missions are too hard is not true. -
Quote:Not really. And even the medicine pool only offers resistance not protection. You'll still be stunned, but for a shorter duration. There are IOs that decrease the stun duration if you want to minimize the duration even further.Oh, one more question: Are there other routes to achieving effecive immunity from stuns outside of the medicine pool?
The good news is that even stunned, your defensive toggles don't drop and you can still fire off your tier 1, 2 blasts and your tire 1 power from your secondary. So, even for a blapper build, I'd still recommend taking these and slotting them out.
A lot of people will often ignore the tier 1 immobilize and not slot it up; however, when slotted up for damage, they (with web grenade and power thrust being the exceptions) can do a respectable amount of damage. For a blapper build, I'd recommend slotting up a power like electric fence, which does about as much damage as charged bolts. -
The answer is yes, but it won't be as sturdy as a scrapper or tank.
A popular way to go is to soft cap smashing/lethal defense. This is commonly done by grabbing the frozen armor in your epic shield then slotting up Kinetic Combats in your blaps. You can also spec in some ranged defense so you have some other layers of protection, since not all things you face is smashing/lethal damage types (though it's the most common).
For ranged combatants, many choose to focus on ranged and perhaps AoE defense. You can soft cap range on many builds and get respectable AoE defense as well, but that won't help you if you're focused on blapping.
I've tried to see if I could make up melee defense oriented blapper build, but sadly the numbers don't look that hot. Assuming you could get all of the 3.75 melee defense bonuses that comes with 6 slotting Touch of Death or Obliteration, that's still only 18.75% melee defense, with around 2% from combat jumping, 3% from the steadfast res/def and 2.5% from a 6 slotted Gaussians and another 6% from a slotted Weave. You'll probably end up with something like 34-35% defense.
With that said, there's been plenty of blapper players who have been using this style of play successfully before IOs were even introduced (so they had 0% defense), so maybe 34-35% isn't so bad.
As for combinations, I'd recommend electric/electric, largely because electric manipulation has more attacks than energy manipulation and it even has an AoE (albeit a small one) in thunderstrike. The blaps also have some mitigation in them (though, they're not as good as the stuns from energy). I'd also recommend electric as a primary because powers like ball lightning and short circuit lend themselves well to a blapping style.
As for status resists, you'll have to dip heavily into pools: combat jumping for immobilization protection, acrobatics for hold/knockback protection, health for sleep resistance. Aid self also provides some stun resistance if used ahead of time instead of as a heal. -
Make no mistake, I love them, so I don't want them nerfed any time soon; however, I think because AE tickets are so good, you won't see the end of AE farming in issue 16.
Farming on a non-AE farm will yield you rare salvage drops, some very sellable uncommon salvage, common IO recipes, the occasional set IO, a small chance of a pool C/D on boss defeats and a very small chance of getting purples on mobs that are level 47+. While this seems on balance better than what you can get with AE tickets, I think the flexibility of AE tickets win out over traditional non-AE rewards.
With AE tickets you can:
* Select the level of the drop you wish, enabling you to get recipes you've outleveled
* Select the quality of the drop. While gold and silver roll prices are high, a good farming toon can make up tickets by the boatload, making such prices a non factor.
* Grab specific IO recipes, uncommon and rare salvage. You often end up pay a premium, but you get exactly what you want.
It's the ability to have more control over the rewards you receive that makes AE tickets so powerful. When issue 16 hits, I don't think you'll see a mass exodus out of the AE building, though you will see less padder requests. Farmers will probably keeping the rewards set for 8 to themselves...in both AE and out of AE.
Personally, I'd like to see traditional content get a boost in the rewards department such as allowing merits to be rewarded to all team members who help complete a story arc, or allow some customizability on the type of rewards given upon mission completion, etc. The way I see it now though, AE tickets will still be superior even after the release of issue 16. -
Quote:Energy torrent from body does knockdown. Torrent from dark mastery does knockback.Also possible for Tentacle IOing, the two accurate tohit debuff sets, for different defense bonuses (+recharge, +end and/or +acc).
The only problem is that 5 of your last 6 slots have to be dedicated to the power for this.
Warning: the Tentacles are pretty narrow for a cone.
Energy Torrent does knockdown (unless critters weak to kb), including bosses that don't have resistance. It's also quite a bit wider-angled than TT. -
Quote:There's a guide for AR/Dev written by Macskull in the sticky for blaster guides. It's worth a read.I plan on making it just a themed character. Didn't feel having the boomstick and grenades would fit. Also just threw that build and IO setup together in like 5 minutes. If anyone can give me any advice on how to spec the AR/dev also, that'd be awesome.
Your build does have numerous issues, and it's kind of hard to respond with a lengthy critique when you admit that the build is just something you slapped together. My less than 5 minutes critique would say that caltrops and health are overslotted; smoke grenade and trip mine are underslotted and that you don't have anywhere close to a fluid attack chain...you'll be constantly waiting for single target powers to recharge when soloing. -
Quote:*shrugs* You can theory craft all you want. Stacked vengeance Nemesis will eat through soft cap defenses pretty easily. And considering that a lot soft capped shield brutes fall short on AoE defense, you *will* get hit and take damage on that toon. I've seen this when I've taken my soft capped fire/shield scrapper and my soft capped electric/shield brute on that map. With all the dots that Nemesis fire attacks do, good luck trying to get aid self off.So what your saying is nobody can really do 8 man Nemesis spawns effectively solo.
Also your Brutes are not 100% ideal for farming.
A geared SS/SD Brute gets:
+95% damage (Basic power slotting)
+180% damage (Fury)
+20% damage (IO set bonuses)
+65% damage (Against all odds)
+80-160% damage (Single/double stacked rage)
So thats 440% to 520% +damage to Footstomp. Perma Hasten on them too. Softcapped Def to everything as well.
Expensive (BILLIONS of inf expensive) but effective.
I've actually farmed on that map and know what works and what doesn't. A resistance based brute works better IMO. My soft capped toons can farm at lower levels than 8 solo, but there's a big difference between 5-6 and 7-8, especially without someone providing buffs and heals.
There probably are builds that are extremely expensive that can solo farm that map or equivalent, but why anyone would want to would be a mystery to me. It would simply be slower than if you had a buffer or if you set the map for lower numbers of players.