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Posts
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Joined
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[ QUOTE ]
Actually fitness pool choices depends on your travel power mostly. If you get SS, with hasten in your build it will be an economical choice, you will probably want hurdle and swift. With Fly also swift is a option to speed up your flight. With Super Jump you will also want Swift+Hurdle combo. Health don't recomanded by most for squishy types (blasters, controllers and defenders) but sometimes i will add it to my builds. You know every little bit helps.
[/ QUOTE ]
Not really true, though you can boost travel powers this way, its by no means essential. And they have more to do with your primary/2ndary than anything else. If you go ??/kin you don't even really need a travel power and once you hit 35/36 you could probably get away without fitness. ??/Rad also offers a power that will let you go easy on the pool powers. And now with inventions you have even more options to avoid fitness.
Health is now more useful too, as unless you are ??/emp you are unlikely to have three fully slotted healing powers to gain the three unique Healing IOs (Miracle, Numina's C & Regenerative Tissue / +Recovery, +regen & +recovery +regen)
[ QUOTE ]
I don't know your exact build but if you can't squeeze SJ into your build try to get jump pack from KR bank mission or if you have Good vs. Evil extras, bonus jump pack will be handy for you.
[/ QUOTE ]
Arguably with inventions unless you have a specific reason to take SJ you can avoid it entirely, even for PvP. Steadfast Protection (Res set) offers a knockback protection IO, as does Karma (Def set). So acrobatics can be avoided.
Personally my Ill/FF controller is played as a buff bot and little else, to the point where I'm not taking PA for several levels after its available, but even now (at 14) I can wander around PI with impunity -
Only miss out resilience if you can't fit it in at all.
It has some good advantages.
1)Its always on.
2)It stacks well with Tough (fighting pool power)
3)It removes the stunned part of using an awaken.
4)It allows use of three rather handy uniques from the Resistance IO sets. (if three slotted obviously)
It can be left until 49 but it is a handy power to have. -
Speaking from a DM/Rgn POV if you have the slots do it. But if you do have the sots you are lacking somewhere else.
Resilience wants minimum of three slots to get uniques from Aegis, Impervium Armour & Impervious Skin.
Unless you stick with SS and have no other travel power the 2 extra slots in QH (Health gets a better bonus) can be used to greater effect elsewhere. -
You can drag the spawned Paladin to the police drones at the Galaxy Gate, its not hard to do though doing all three at once would be perhaps pushing it. I have done that several times. And beaten him once as a duo with a kin defender again not impossible. But yeah if you're not a glory hole then drag him to the gate and let the drones deal with him.
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Just wandered along here to nominate Midnights but I see I was beaten too it.
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Okay you may well ask your selves what the below link is doing on the creative section of the boards, and it may well be in the wrong place. But I though I'd share my creative talents with you.
Basically its a character list that lists all your characters and the brief information about them. The art work is carefully screen shotted and cropped and dumped. The CSS style of each box is dynamic so will pick the right background table for each character, depending on server and alliance (Hero or Villain). There is a simple admin script though its primarily designed for the original data entry through phpMyAdmin or similar. There are no SQL set-up scripts as yet though I may well get round to doing them if anyone actually wants this.
It specifically needs PHP4 and MySQL 3.2, and ftp (or local) access to the server. And someone who knows how to work with PHP/MySQL would be better using it than not.
My Characters...
And if anyone actually wants the files to run this themselves I'll zip that up for them too. -
Apologies, my mum has just gone into hospital and while its nothing very serious and she'll be home soon I doubt I'll have the time for a couple of weeks to commit for a Trial.
If I can be on for any length of time I'll try and make a date for this but I won't know until Monday how things will go. -
Hmm bugged
1)Me
2)Blue Blaze - Tank
3)Nine Claws - Scrapper
4)Aero - Blaster -
Eden Trial, 7 PM Saturday 19th May ('07
)
Looking for a full team for Eden, time and date are negotiable (but ideally not by much, we can always run it again if lots of people want to do this). Several people have expressed interest in game so they get first shot.
1)Me, so depending on team makeup, Lost Ninja lvl50 scrapper or Bad Cop lvl42+ kin/dark.
2)
3)
4)
5)
6)
7)
8)
The whole thing lasts a little over 4 hours, 2 part mission where the first part is killing 200 Devouring Earth (easy with lvl50s in Eden) the second part is a four hour timed mission. Awesome map, if you haven't done this before prepare to be wowed.Oh and the map is so big that TP friend would need range enhancements.
Short guide here.
I can provide a TS server if such a thing would be used. -
Broadly inspired by this thread.
Is anyone interested in doing an eight way mind/rad team?
Same idea so 8x Mind/Rad look and name up to you, one night a week (or more), I'd casually suggest starting tonight (monday).
Anyone?
I'll be on or around most of today with my current Mind/Rad 2 Way A & 2 Way B though I only plan on playing one in the team.I can provide a TS server if such a thing is of interest, plus a forum, again if that is needed.
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Okay first things first I know virtually nothing about SR as apart from the lvl50 I had during the RV test I've seldom got one above about 14. As I tend to favour the regens...
I do know DM quite well.
So with that done, is this build workable?
Hero Plan by Mids' Hero Designer 1.152
http://www.onthejazz.co.uk/hu/mhd.php
86.3+Rec: Level 50 Mutation Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Shadow Punch -- Acc/Dmg(A), Dmg/EndRdx(3), Dmg/Rchg(3), Acc/Dmg/Rchg(5), Acc/Dmg/EndRdx(5), Dmg/EndRdx/Rchg(42)
Level 1: Focused Fighting -- Rchg+(A), Def(7), Def/EndRdx(7), Def/EndRdx/Rchg(9)
Level 2: Smite -- Acc/Dmg(A), Dmg/EndRdx(9), Dmg/Rchg(11), Acc/Dmg/Rchg(11), Acc/Dmg/EndRdx(13), Dmg/EndRdx/Rchg(43)
Level 4: Shadow Maul -- DoT%(A), Acc/Dmg(13), Dmg/EndRdx(15), Dmg/Rchg(15), Acc/Rchg(17), Acc/Dmg/EndRdx(43)
Level 6: Touch of Fear -- Acc/Rchg(A), EndRdx/Fear(17), Acc/EndRdx(19), Fear/Rng(19), Acc/Fear/Rchg(21), Dam%(45)
Level 8: Focused Senses -- Rchg+(A), Def/EndRdx(21), Def/EndRdx/Rchg(23), Def(23)
Level 10: Air Superiority -- Acc-I(A), Acc-I(25)
Level 12: Practiced Brawler -- RechRdx-I(A), RechRdx-I(27), EndRdx-I(27)
Level 14: Fly -- Stlth(A), EndRdx(25), Fly(29)
Level 16: Siphon Life -- Acc-I(A), Heal/Rchg(29), Heal/EndRdx/Rchg(46), Heal(50)
Level 18: Dark Consumption -- Acc-I(A), EndMod-I(31), EndMod-I(31), RechRdx-I(31), RechRdx-I(33), RechRdx-I(46)
Level 20: Quickness -- Run-I(A), Flight-I(33)
Level 22: Swift -- Run-I(A)
Level 24: Health -- Regen/Rcvry+(A)
Level 26: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(34)
Level 28: Soul Drain -- Acc-I(A), Acc-I(34), RechRdx-I(34), RechRdx-I(36)
Level 30: Hasten -- RechRdx-I(A)
Level 32: Midnight Grasp -- Dmg/EndRdx(A), Acc/Dmg(36), Dmg/Rchg(36), Acc/Dmg/EndRdx(37), Acc/Dmg/Rchg(37), Dmg/EndRdx/Rchg(48)
Level 35: Evasion -- Def/EndRdx(A), Def/Rchg(37), EndRdx/Rchg(39), Def/EndRdx/Rchg(39), Def(46)
Level 38: Elude -- Def/EndRdx(A), Def/Rchg(39), EndRdx/Rchg(40), Def/EndRdx/Rchg(40), ToHit+(40)
Level 41: Focused Accuracy -- EndRdx-I(A), ToHit-I(42), ToHit-I(42), ToHit-I(43)
Level 44: Agile -- Rchg+(A), Def/EndRdx(45), Def(45)
Level 47: Dodge -- Rchg+(A), Def/EndRdx(48), Def(48)
Level 49: Lucky -- Rchg+(A), Def(50), Def/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Critical Hit
Level 2: Rest -- Empty(A)
Copy & Paste this data chunk into Mids' Hero Designer to view the build.
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All the attacks apart from Shadow Maul and AS get 6 slotted with Crushing Impact each giving 5% additional recharge. (For 15%)
ToF gets full set of Glimpse of the Abyss (+recharge 6.25)
Five of the defense powers get Luck of The Gambler (7.5% +recharge x 5 @37% +recharge)
And Hasten....
Which the above builder is telling is a 86.3% +Recharge Total...
So powers are in wrong order, mainly as I don't know what I want when. But with these powers would it be a viable build or have I missed something important? -
For sappers I find ToF equally useful as Petrifying Gaze, and as a toss up between that and focused accuracy.
Actually in use I either AS the sapper so they are lying around or fear them... Normally can kill rest of spawn before they lose the fear, if two sappers are there I hit one with ToF and AS other...
Three and I'm screwed. -
If you still have Space I have a Kin defender that would quite like to join in, failing that my scrapper hasn't been down there since each Kraken was worth 250k XP
So which ever you want really.
Bad Cop lvl41 Kin/Dark (emphasis on the Kin)
Lost Ninja lvl50 DM/Rgn -
Won't comment on inv as its not something I've played much.
Shadow Punch is a nice little power, and does, when fully slotted, nice damage. I have AS as well, and wouldn't be without either.
I'd drop the ToHitDebufs from it and Smite, Smite could really like a recharge instaed, and shadow punch doesn't need anything. In fact with the exception of ToF drop all ToHitDebufs, having tried them quite a bit including three slotting shadow punch once apoun a time, its not really worth it, especially if you take ToF as well.
ToF is IMO the set definer for DM, it is perfect agro management tool, plus crowd control. And very few mobs resisit it totally, even Nemesis get got eventually. Can be slotted 1x ACC (has 20% base) 3x ToHitDebuf but I tend to put at least one recharge in too.
Dark consumption I'm currently running with 1x ACC 3x Recharge 2x ENDMod. With FA. But I only need to hit one mob to get most of my END back.
If you can find the slots Midnight Grasp likes Damage. In fact looking at Hero Stats it is in 2nd place to Shadow Maul for damage dealt. Personally I'd drop slots out of Shadow Punch and Shadow Maul to slot this.
AS would go for 2x ACC 1x Recharge, use it for CC rather than damage.
And if you need to drop something to work ToF in, you really should, I'd say Shadow Punch much as I love it ToF is better.
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I'd like another try at this anyway, and all scrapper TFs can be fun... besides we'll pretty much all be fifty so what will debt matter?
Lost Ninja Dm/Rgn lvl50
@Lost Ninja -
Put it on test so everyone can enjoy it
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Robots/Dark with assault and tactics.
I'd be up for it but only 44 ATM and waiting for i9 to get on with levelling TBH. -
I'm playing a duo...
Yes I want to be a SB monkey, in fact I'll have two. Thus allowing lack of fitness. SB and Stamina both at 20AM in /Rad is very good and I like it but I'm not a fan of the other debuffs, nor of the fact within the way I manage to play two characters at once I am unable to easily debuff a whole group. I get one target double debuffed, which isn't ideal. If I were just playing with another person then I might hang on but the idea of the character is that they are easy to play with another identical character...
Equally I won't be teaming normally, as most people don't understand how the system works and I find buffing a team extremely annoying. The characters are designed to buff each other not other people. -
Oh well gave up on these two, don't like Rad much
remade as Grav/Kin and now I'll make a pair of fire/kin corruptors instead
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Been running it since you could six slot it with ToHits.... Ah them were the days.
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I use fly in combat.
Slots in fast healing will take advantage of ideas disscussed in the thread about health and IOs, except Fast Healing offers more of a baseline boost than health...
Reconstruction with 3 rec-rdx has a difference of IIRC 6s recharge and I don't see that as a major amount.
Found same issue with tough TBH perhaps its testing against Crey, Rikti and arachnos but with it switched off I survived as well as with it on but used less end.
Tried the presence pool last night on three different builds (on test) and found it to be to slow for recharge and to short on fear length, and if I slotted for that it didn't hit.Fine against minions but I can generally ignore them until the boss is dead.
This is my final build, after much testing, I can tank two even level crey bosses (Rikti 3x) whilst killing a 3rd. Plus the associated spawn. Arachnos is harder but did less testing for them. Incidentally I got some nice recipes whilst testing I just wish I could transfer them to live.
Final Build:
01: Shadow Punch --> Acc | Dmg | Dmg | Dmg | Rechg
01: Fast Healing --> Heal | Heal | Heal
02: Smite --> Acc | Acc | Dmg | Dmg | Dmg | Rechg
04: Quick Recovery --> EndMod | EndMod | EndMod
06: Touch of Fear --> Acc | Rechg | Rechg | TH_DeBuf | TH_DeBuf
08: Reconstruction --> Heal | Heal | Heal | Rechg | Rechg
10: Air Superiority --> Acc | Acc | Rechg
12: Combat Jumping --> DefBuf
14: Super Jump --> Jump | Jump
16: Integration --> Heal | Heal | Heal | EndRdx
18: Shadow Maul --> Acc | Dmg | Dmg | Dmg
20: Dull Pain --> Rechg | Rechg | Rechg | Heal | Heal | Heal
22: Swift --> Run
24: Health --> Heal
26: Stamina --> EndMod | EndMod | EndMod
28: Instant Healing --> Heal | Heal | Heal | Rechg | Rechg | Rechg
30: Dark Consumption --> Acc | EndMod | EndMod | Rechg | Rechg | Rechg
32: Midnight Grasp --> Acc | Dmg | Dmg | Dmg | Rechg
35: Soul Drain --> Acc | Rechg | Rechg | Rechg
38: Hasten --> Rechg | Rechg | Rechg
41: Focused Accuracy --> EndRdx | EndRdx | TH_Buf | TH_Buf | TH_Buf
44: Conserve Power --> Rechg | Rechg | Rechg
47: Fly --> EndRdx | Fly | Fly | Fly
49: Resilience --> DmgRes | DmgRes | DmgRes
Some reasoning...
Fly gets four slots so I can get a full Flight IO set in there including a stealth IO.
Resilience gets three slots to fit in a resistance IO set (3 of).
My main attack chain is:
Ariel Superiority -> Smite -> Shadow Punch -> AS -> ...
Which I can flesh out with ToF and Midnight Grasp in between the ASes, most mobs in the game I have found so far excluding AV/GMs are unresistant to AS, I have prevented Fake Nems from PFFing, Big Demon things from healing and PPPs from novaing, just while testing, and TBH wouldn't have a build without it.
Shed slots from Shadow Maul as its not a must have IMO due to the root effect and the recharge, I have lost count of how often I've died while using it as I'm unable to click or pop.
Off to make this on live now.