MutantX_7

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  1. Quote:
    Originally Posted by lovand05 View Post
    ah okay, ty for the input, and no I havent spent any influence on any of what I posted ( im not insane LOL ) it was just something I put in the planner to receive input towards. As far as what I was looking for, was to get as much damage and survivability I could out of this toon.
    Ok cool. I had started to break down each power and your slotting choice, but then realized that was just gonna take forever.

    The key to IOs is that 6-slots does not always mean the best bonus, also the most expensive sets aren't necessarily the best sets for you character. Global +dmg doesn't really help a build on its own, however, I always 4 slot all of my st attacks with 4 devastations, this usually gives me a 12% dmg buff but makes up for the lack of slotting more damage in each attack and gives me 3 slots to use towards sets and better bonuses.

    Example: Power Burst with 4 lvl 30 Devastations enhancing 82% dmg (no quad or proc) (and the first two ST attacks with 4 Devastations) does 252 dmg
    Power Burst with the conventional 3 dmg enhance slotting (95% enhance) does 254 dmg, to me ill take those 3 slots and have them for other powers and have my power enhanced 39% acc, 81% dmg, 21% end, and 39% rech in 4 slots.

    For Defense (or mitigation) you want to stack as much +def (or resistance, but resistence is VERY hard to stack). With Frozen Armor or Scorpion Shield it is VERY easy to achieve the Smashing/Lethal Soft cap to defense on a blaster.

    For a reference point here is my Fire/MM//Mace blasters build to demonstrate how I've used my bonuses:

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Mutant X-7: Level 50 Mutation Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(15), Dev'n-Acc/Dmg/Rchg(23)
    Level 1: Subdual -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(21), Enf'dOp-Acc/EndRdx(27), Enf'dOp-Immob/Rng(29), Enf'dOp-Acc/Immob/Rchg(29), Enf'dOp-Acc/Immob(31)
    Level 2: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(15), Dev'n-Acc/Dmg/Rchg(23)
    Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(7), Posi-Acc/Dmg/EndRdx(7)
    Level 6: Combat Jumping -- Krma-ResKB(A)
    Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(17)
    Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(17)
    Level 12: Aim -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(31)
    Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
    Level 16: Concentration -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(31)
    Level 18: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(37)
    Level 20: Drain Psyche -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(33), Efficacy-Acc/Rchg(33), Efficacy-EndMod/Rchg(34), Efficacy-EndMod/Acc/Rchg(34), Efficacy-EndMod(34)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(46)
    Level 24: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(25), RedFtn-Def/Rchg(27)
    Level 26: Blazing Bolt -- ExtrmM-Acc/Dmg(A), ExtrmM-Acc/Rng/Rchg(37), ExtrmM-Dmg/ActRdx/Rchg(37), ExtrmM-Dmg/EndRdx(40), ExtrmM-Acc/ActRdx/Rng(43), ExtrmM-Dmg/EndRdx/Rchg(43)
    Level 28: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(46), CoPers-Acc/Conf/Rchg(48), CoPers-Acc/Rchg(48), CoPers-Conf/EndRdx(48)
    Level 30: Stealth -- LkGmblr-Rchg+(A)
    Level 32: Invisibility -- LkGmblr-Rchg+(A)
    Level 35: Phase Shift -- RechRdx-I(A)
    Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(42)
    Level 44: Inferno -- Oblit-Dmg(A), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45)
    Level 47: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(33), P'Shift-EndMod/Acc/Rchg(43), P'Shift-EndMod/Rchg(45), P'Shift-EndMod(46)
    ------------
    Set Bonus Totals:
    • 27% DamageBuff(Smashing)
    • 27% DamageBuff(Lethal)
    • 27% DamageBuff(Fire)
    • 27% DamageBuff(Cold)
    • 27% DamageBuff(Energy)
    • 27% DamageBuff(Negative)
    • 27% DamageBuff(Toxic)
    • 27% DamageBuff(Psionic)
    • 21.4% Defense(Smashing)
    • 21.4% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 19.3% Defense(Melee)
    • 3% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 2.25% Max End
    • 3% Enhancement(Immobilize)
    • 71.3% Enhancement(RechargeTime)
    • 4% Enhancement(Confused)
    • 36% Enhancement(Accuracy)
    • 5% FlySpeed
    • 158.1 HP (13.1%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Immobilize) 12.7%
    • MezResist(Stun) 4.4%
    • 20% Perception
    • 18.5% (0.31 End/sec) Recovery
    • 34% (1.71 HP/sec) Regeneration
    • 7.25% Resistance(Fire)
    • 7.25% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 5% RunSpeed
  2. Quote:
    Originally Posted by Arcanaville View Post
    You should know I send virtually all of my analyses to the devs, and usually discuss their conclusions with them. I am always holding Aces. I just usually have no desire to beat other people to death with them.

    Usually.
    I hate to sound so juvenile, but I've had a coupla drinks in the past few hours (love paid time off of work) so...

    do it, do it, do it!!!
  3. Quote:
    Originally Posted by pomo View Post
    Asking if blasters are superfluous is not the same as saying they are useless. I think that might be confusing some people. They are just rarely in a situation where you wouldnt be better served with a different AT. But the overall ease of content doesnt result in that decision being a pass or fail. So why does it matter that they are a bit weak then? It doesnt to a lot of people, but neither did some of the things i listed above. They do matter to some though.
    Unfortunately that is what people are responding with, and saying that blasters are useless because everything is better, or not useless because nothing is useless. YMMV

    If you "strengthened" Blasters the only way to do that now is add layers of protection that would make them essentially ranged scrappers, either way effectively making all other AT's useless, because if you have the protection of a scrapper, and can do the damage of a blaster from melee or a distance what's the point of playing anything else?

    Or you can just add more damage to the blaster. You could figure how much of a percentage a scrapper or brute is more survivable then a blaster, then add that % in damage to the blaster AT, unfortunately blaster's do enough damage to get through the game fairly easily, so adding more damage wouldn't really add anything to the AT.
  4. What do you wish to accomplish with your character. The above build does a lot of little things VERY expensively. I am hoping you haven't spent all the inf. already, because you can get a much better build/ rewards for alot less.

    I'll put together a build, keeping just about all of your powers, the only difference would be that you'd have to go redside to pick up scorpion shield, which would help provide some nice s/l defense.

    Here is a build that with 1 purple is at (or just about at the S/L Soft cap with hover)
    and with power boost is over the soft cap.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    mav: Level 50 Technology Blaster
    Primary Power Set: Energy Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Power Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(37), Dev'n-Dmg/Rchg(39), Dev'n-Acc/Dmg/Rchg(42)
    Level 1: Power Thrust -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(39), KinCrsh-Rchg/KB(39), KinCrsh-Rechg/EndRdx(40)
    Level 2: Power Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(37)
    Level 4: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36)
    Level 6: Power Burst -- Apoc-Dam%(A), Apoc-Dmg/Rchg(7), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(31), Apoc-Dmg/EndRdx(34)
    Level 8: Sniper Blast -- ExtrmM-Acc/Dmg(A), ExtrmM-Dmg/EndRdx(9), ExtrmM-Acc/ActRdx/Rng(9), ExtrmM-Dmg/ActRdx/Rchg(21), ExtrmM-Dmg/EndRdx/Rchg(21), ExtrmM-Acc/Rng/Rchg(43)
    Level 10: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(11), AdjTgt-ToHit/Rchg(11), AdjTgt-Rchg(17)
    Level 12: Aim -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(13), RechRdx-I(13)
    Level 14: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/EndRdx/Rchg(15), KntkC'bat-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(19)
    Level 16: Conserve Power -- RechRdx-I(A), RechRdx-I(42)
    Level 18: Power Push -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(19), KinCrsh-Rchg/KB(46), KinCrsh-Rechg/EndRdx(46), KinCrsh-Dmg/EndRdx/KB(46), KinCrsh-Acc/Dmg/KB(50)
    Level 20: Hover -- RedFtn-Def/EndRdx(A), RedFtn-Def(23), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx/Rchg(25), Frbd-Fly(27), Frbd-Stlth(43)
    Level 22: Fly -- Flight-I(A)
    Level 24: Assault -- EndRdx-I(A), EndRdx-I(37)
    Level 26: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(31)
    Level 28: Tactics -- EndRdx-I(A), EndRdx-I(36)
    Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(50), RedFtn-Def(50)
    Level 32: Nova -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-%Dam(34)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
    Level 38: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/EndRdx/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45)
    Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(48)
    Level 44: Boost Range -- RechRdx-I(A)
    Level 47: Power Boost -- RechRdx-I(A)
    Level 49: Vengeance -- DefBuff-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Acc(27)
    ------------
    Set Bonus Totals:
    • 23% DamageBuff(Smashing)
    • 23% DamageBuff(Lethal)
    • 23% DamageBuff(Fire)
    • 23% DamageBuff(Cold)
    • 23% DamageBuff(Energy)
    • 23% DamageBuff(Negative)
    • 23% DamageBuff(Toxic)
    • 23% DamageBuff(Psionic)
    • 14.4% Defense(Smashing)
    • 14.4% Defense(Lethal)
    • 1.25% Defense(Fire)
    • 1.25% Defense(Cold)
    • 11.9% Defense(Melee)
    • 2.5% Defense(AoE)
    • 35% Enhancement(RechargeTime)
    • 27% Enhancement(Accuracy)
    • 5% FlySpeed
    • 167.2 HP (13.9%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -6)
    • Knockup (Mag -6)
    • MezResist(Immobilize) 12.1%
    • MezResist(Stun) 2.2%
    • 6.5% (0.11 End/sec) Recovery
    • 54% (2.71 HP/sec) Regeneration
    • 5% Resistance(Smashing)
    • 6.93% Resistance(Fire)
    • 6.93% Resistance(Cold)
    • 11% RunSpeed

    You lose a little bit of global accuracy and recharge, but will gain much more in survivability.
  5. Quote:
    Originally Posted by Aett_Thorn View Post
    Go Corruptor. Because why not?!
    Gotta go with Aett on this one. However you could go Dark/TA Corruptor or TA/Dark Defender as well. I just recently started a Dark/Cold Corruptor and Dark Blast is the ******* on a Corr.
  6. Quote:
    Originally Posted by Shubbie View Post
    With pretty much everyone with incarnate abilities having more damage coming out of every pore than a low grade nuclear weapon.

    It leaves me wondering whats the role of an At that does damage and nothing else?

    Especially with dominators, corruptors and some offender builds are matching blaster damage and add alot more to add to a team.

    I know this is an old argument, but it seems in the new post incarnate enviroment its worse than ever.
    I've read everything in this thread, and it is quite lulz worthy, however I will just respond to the OP.

    Blasters: 7 (4 @ 50)
    Scrappers: 6 (3 @ 50)
    Dominators: 5 (1 @ 50)
    Tanks: 2 (both @ 50)
    Defenders: 3 (none @ 50)
    Stalkers: 2 (none @ 50)
    Brutes: 2 (none @ 50)
    Controllers: 2 (none @ 50)
    SoA: 1 (not @ 50)

    So are blasters "surpurfluous"? not to me, almost every other AT is "surpurflous".
    Infact my only really active 50 is a blaster. They only characters I've wanted to play after IO'ing are blasters.

    All of my Blaster 50's came from teaming (I leveled the Scraps in between each blaster through teams, my other 50's were a mixture of teams, tf's, and SG farm runs, mostly the farm runs to help with SG stuff.)

    The only consistent fun I've had in this game is on my blasters, and to a lesser extent my scrappers, through running mishes and story arcs, which I mostly solo, or run Pick Up TF's.

    My non-50 non-blasters could probably all me deleted and I wouldn't miss them, but I either like their name, costume, or concept I came up for them, so they'll stay there unplayed until I can come up with a better concept for the name, all while I continue to play my 'Main' Blaster, and enjoy it, on multiple ranged TF's, Incarnate Trials, and whatever else comes across my plate. I will make sure to stay away from whoever thinks blasters are useless, because I wouldn't want my "surpurflous" blaster ruining their game experience.
  7. Quote:
    Originally Posted by Kosmos View Post
    The "can [...] be modified by" criteria is a good one. However, using it makes only one change to the list and it is utterly irrelevant to my point. It removes Claws/Shockwave. It doesn't do anything to move Shadow Maul out of the group comprising the smallest cone attacks in the game, melee or otherwise.
    When talking about melee cone attacks shouldn't we be talking about Eviscerate not Schockwave from claws?
  8. Quote:
    Originally Posted by Amy_Amp View Post
    The best thing to do is to simply roll one and find out for yourself how much you do, or don't like it.
    QFT, I can tell you how much I like /Mental and what it does for me and how it works, but the truth is you may not like how it plays, more so, if I describe it in a way that you interpret differently you may have a bitter taste in your mouth and never try the set even if you want to with another concept.

    Definately go out and roll one to give it a feel and see how it goes.
  9. Quote:
    Originally Posted by Lithium_NA View Post
    I've been out of the game for a while and, needless to say, a lot has changed. I've poked around a bit and know I want to roll a new Praetorian character using Kinetic Melee but could really use some advice and recommendations as far as archetype and secondary power set selection go.

    Other details:
    • My play style is on the more casual end of the spectrum with a lot of soloing, and some minor PvP.
    • In the past, the characters I enjoyed the most tended to be Stalkers because of their sneaky Hide ability. Part of me would like to branch away from playing a Stalker — maybe pick up Invisibility with a different archetype?
    • Due to Kinetic Melee being so flashy itself, I think I would like to use something more subdued and natural as a secondary. Probably along the lines of Super Reflexes, Willpower, or Ninjitsu — but I'm very open to other suggestions you think would be fun.
    My 2 most successful Kinetic Melee characters were my KM/DA scrap and my KM/EA Stalker. Really enjoy them both, and with the /EA buff coming the stalker will probably get even better.
  10. Quote:
    Originally Posted by BlackDecember View Post
    So I'm back to COH and, what's different this time, is that my wife is going to be playing with me.

    I think I'm going to revisit ice blasters as no archtype and power set was ever as much fun for me personally. What I'm curious about is, what would be a good complement to an ice blaster? My wife and I plan to play as a team and she was curious.

    I told her to play WHATEVER she thought would be the most fun but she thinks it would be fun if our powers complemented each other.

    Any thoughts?
    I think my ideal duo would be a fire/mm blaster and an earth/rad troller.
    Troller buffs you, nueters your enemies, and you destroy em. an ice/mm could work inplace if the fire If ice is your preference. Perhaps a rad or dark/sonic fender would be cool to pair with a blasyer as well.
  11. Quote:
    Originally Posted by BlackDecember View Post
    MM even over NRG?

    Energy, in my day, was THE defining secondary set. Has the balance shifted?
    Nrg is still good, very good even, mental is just like a swiss army knife. ST immob, 2 st melee, 1 nicely ranged cone, a very good pbaoe, a +regen/+recove, buildup, with world of confusion (a toggle confuse/dmg aura, and a st fear.

    Mental is just a very good well rounded set. Ice storm and the cone with psyscream does somr nice aoe dmg for a non aoe set. And mind probe (mentalS heavy hitting melee is adds to st damage amazingly.
  12. Quote:
    Originally Posted by Demetrios Vasilikos View Post
    This 2ndary will be literally the only real alternative to Mental Manipulation. For those not in the KNOW MM is the only real blaster 2ndary worth having as it not only includes powerful attacks of the least resisted dmg type in the game, but powerful self healing/end recov along with very useful control effects to further mitigate aggression.

    Currently I saw Only Sonic,Psi,and Rad as the very best options for blaster primes. A sonic/mental was pretty much without equal but now i see a time coming when dark/mental and sonic/dark become the two king blaster combos.
    Now I love mental manipulation, and will recommend it to any and everyone, but i would hardly call it the only viable blaster secondary. Each 2ndary its own strengths and weeknesses, but a lack of viability is far from true.
  13. Quote:
    Originally Posted by BlackDecember View Post
    I guess it's a trade off...as it should be. Fire does more damage but you give up the control that Ice has.

    I think it will depend on what my wife ultimately decides to play and whether or not we'll need me to have decent control powers.
    I played and absolutely loved my ice/elec blaster, which played almost exactly like a ice/nrg. After the introduction of mental manipulation however, I couldn't get over how much more I liked my ice/mm. Mental gives some added aoe and survival without sacrificing a whole lot of what my ice/elec had. If your starting a new character and love ice blast I strongly recommend an ice/mm for a slight change. Think of it lioe adding a new topping to the ice cream flavor you know you love.
  14. MutantX_7

    Dark Blast

    Quote:
    Originally Posted by BrandX View Post
    Is it to much to hope it's Incinerate level?
    I'm curious if Abysmal Gaze or Life Drain will be as effective as a third ST blast.
    I'm hoping that maybe Abysmal will work like a ranged Warshade's Gravity Well, and that Life Drain will function like a ranged siphon life or essence drain. *Fingers Crossed*
  15. Quote:
    Originally Posted by Oathbound View Post
    I am a bit disappointed at the lack of Cloak, and I find it odd they would specifically mention it having powers from Dark Miasma when it doesn't (leftover from a previous alpha/beta build maybe?).
    I too am dissapointed that it is lacking a Stealth of some sort. I also personally would have prefereed shadow punch and smite, rather then smite and shadow maul (I just really hate the arm flailing animation).

    I'm personally wondering if the Dark Miasma was a typo, and it should have read Dark Melee for the Dark Manipulation powers.
  16. MutantX_7

    Blaster Bummer

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    I will look at swapping out the two IO's in stamina for a pair with a higher end mod enhancement if you guys think that will do me more good than accepting lower value for a global recovery bonus. It was also suggested that I take Mace instead of Cold, but I like the aoe sleep and Hoarfrost is useful. The only thing I don't like about it is the way the ice shield looks, but aesthetics aren't a huge deal to me anyways..
    I strongly suggest getting the PerfShifter +end and either a lvl 50 common IO or lvl 50 perfshifter End Mod. The +end proc really helps with "recovery". While not directly adding to your recovery % you will get +10 endurance points quite often.
  17. MutantX_7

    DP/what?

    Quote:
    Originally Posted by Kioshi View Post
    Hi guys, coming from a long hiatus. I just experienced DP on a free weekend and having just purchased GR (I know, maybe bad move since CoH is giving access to all subscription players but I didn't feel like waiting) I never played a DP blaster. Well I actually never played a Blaster past 30.

    So what would you recommend on a secondary? I was thinking about DP/Ice. But DP seems to like a bit of melee right? What do you recommend and what are the usually skippable powers in DP?

    Thanks a ton!
    DP/MM//Mace all the way, psyscream adds to ranged AoE early on, and eventually PSW adds to PBAoE, go Mace Mastery for Scorpion shield and cap S/L Defense, and you're ready to roll.
  18. Quote:
    Originally Posted by Ob1Shinobi View Post
    He's my namesake and any character that I recreate in his image (obviously not Energy/Devices) would need to have his name. I'm not a huge role-player but back-story and character fun out-weighs maximizing a build (plus I don't have the inf for it). So here's an idea.

    His name is Agent Hotspur. How about I purchase a rename token and don him "Ex-Agent Hotspur"? Then I'll create a new Blaster and name him Agent Hotspur. Maybe the Ex has retired. Maybe he'll make the move to red side. Either way, I can "hang him up" of sorts and focus on building the new Agent Hotspur.

    The new Agent Hotspur could maybe be his son. Or maybe his clone. Or could maybe just be the next guy to wear the orange and white tights.

    Any suggestions on power combinations? I already have AR/Devices, DP/Mental, Ice/Ice, and Elec/Elec. I'm thinking maybe Fire/Energy. Anybody want to throw their power opinion out?

    Sound like a plan? Sounds like I'm crazy?

    Definately don't delete, I'd go with the rename, and maybe like mentioned above, give him a promotion or something with the new name. I'd go with Rad/Nrg or Rad/Fire, just cuz they look like somehting that would be unlike your other combo's.
  19. Quote:
    Originally Posted by bAss_ackwards View Post
    I'd buy one, just for the laughter. It would be right there, beside my desk.
    I saw a bunch of those "City of Hero" packages, and as funny as some of them are, by far the funniest package was the one with six...SIX spider-mans (spider-men?) all identical, I could hardly contain my laughter.
  20. Sad to see you go, but thankful to have experienced your handiwork.

    Good luck on your next adventure!
  21. Quote:
    Originally Posted by Unwilling_Hero View Post
    I've been fiddling around with Kin melee on all the AT's that can run it, but having trouble pairing it with a secondary(primary in tank case). Been running WP mainly(its my goto defensive set) but also have an elec/kin tank sitting at 10. Haven't gotten any of my attempts past 20 yet, so its an easy reroll if I see anyone else's ideas. I really like the set but so far it hasn't clicked with a defense and become a toon I really wish to play.
    I have tried a KM/SD that stalled around 12, a mixture of too many alts and burning out in Praetoria and already playing 2 Shields to 50 and another two to the mid 20s (Elm/Sd and SD/EM to 50, Fire/SD and SS/SD in the 20s), a KM/EA Stalker which is in his mid 20s and who I really have enjoyed, and recently just started a KM/Dark Scrap to see how that goes.

    I highly suggest the KM/ Stalker, with either Energy Armor, Ninjitsu, or SR, but I think the KM/Dark scrapper could be a lot of fun and look really bad a$$ as well.
  22. Quote:
    Originally Posted by BrandX View Post
    ...I have a DP/MM at 50. Thinking about relying on Drain Psyche, and skipping Stamina (so when i19 hits, can get away with less lots in it ).

    So was wondering how it handles without Stamina.
    I have my Fire/Psi dom respecced without fitness in aniticipation of I19 and he gets pretty good mileage out of only using Drain Psyche, its 6 slotted with efficacy adaptor and with only two enemies in range has better recovery then stamina and only has like a 10s downtime (i believe).

    My DP/MM currently has Stamina 5 slotted with perf shifter (all but the rech/acc) and Drain Psyche 6 slotted with Efficacy Adaptor. For casual standard fights I never see a drop in End without using Drain Psyche, so for I19 I will be taking 2 slots off of Stamina and putting them into Hasten which will be added to the build, and having Stamina 3 slotted with a end mod IO, perf shifter end mod and perf shifter proc. I figure with using drain psyche more often, the proc, and the few slots in stamina, a DP/MM should be fine, I only have 3 toggles though, Scorp Shield, Weave, and Combat Jumping (and CJ barely counts).

    Hope that helps.
  23. Quote:
    Originally Posted by Fantomas View Post
    Ok, after looking around some more I've determined that there's just no way I can make an effective /SD at this time.

    So now I'm down to either Spines/FA or FM/FA. Which one would be more cost effective? I'm guessing FM/FA for my amount of cash and playstyle.

    I'm a huge Katana fan (3 of 'em) so I like to get in and stab things 1 - 3 times 'till they die...not sure if that helps since we're talking about AOE here but........

    Any more words of wisdom guys? Advice on skippable powers would be appreciated as well.
    if you've got 500mil you should be able to pull off the build I'm posting below if not some even better sets. The only thing to keep in mind is that I have 3 slots on rest as place holders for the soon to be inherent stamina, for the Perf. Shifter +end proc and end mod, and a std end mod IO.

    Hero Plan by Mids' Hero Designer 1.81
    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: Speed
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Scorch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(39)
    Level 1: Deflection -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-Def/EndRdx/Rchg(7), S'dpty-Def(9)
    Level 2: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(13), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(42)
    Level 4: Battle Agility -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(5), S'dpty-Def/EndRdx/Rchg(7), S'dpty-Def(9)
    Level 6: Boxing -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(11), RzDz-Acc/EndRdx(40), RzDz-Stun/Rng(40), RzDz-Acc/Stun/Rchg(42)
    Level 8: Combat Jumping -- DefBuff-I(A)
    Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(17), GSFC-Rchg/EndRdx(42), GSFC-ToHit/Rchg/EndRdx(43), GSFC-ToHit/Rchg(43), GSFC-ToHit(43)
    Level 14: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 16: Against All Odds -- EndRdx-I(A), EndRdx-I(17)
    Level 18: Fire Sword Circle -- Erad-Dmg(A), Erad-Acc/Rchg(19), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(23), Erad-Acc/Dmg/EndRdx/Rchg(25), Erad-%Dam(25)
    Level 20: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def/Rchg(21), S'dpty-Def/EndRdx/Rchg(21), S'dpty-Def(23)
    Level 22: Phalanx Fighting -- DefBuff-I(A)
    Level 24: True Grit -- Heal-I(A)
    Level 26: Incinerate -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Acc/Dmg/Rchg(27), C'ngImp-Dmg/Rchg(29), C'ngImp-Dmg/EndRdx(29)
    Level 28: Grant Cover -- EndRdx-I(A)
    Level 30: Breath of Fire -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(31), Det'tn-Dmg/Rchg(31), Det'tn-Acc/Dmg/EndRdx(31), Det'tn-Dmg/EndRdx/Rng(34)
    Level 32: Greater Fire Sword -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Dmg/Rchg(33), Mako-Dmg/EndRdx(34), Mako-Acc/Dmg(34)
    Level 35: Shield Charge -- Erad-Dmg(A), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(37), Erad-%Dam(37)
    Level 38: One with the Shield -- ResDam-I(A)
    Level 41: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(46), Enf'dOp-Acc/EndRdx(46), Enf'dOp-Immob/Rng(46)
    Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
    Level 47: Fire Ball -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(48), Det'tn-Dmg/Rchg(48), Det'tn-Dmg/EndRdx/Rng(48), Det'tn-Acc/Dmg/EndRdx(50)
    Level 49: Hasten -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A), Empty(37), Empty(39)
    Level 1: Critical Hit
    Level 4: Ninja Run



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  24. That looks pretty good, below I've got my live build and under that is my planned I19 build:

    LIVE
    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Blaster
    Primary Power Set: Dual Pistols
    Secondary Power Set: Mental Manipulation
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Concealment
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Pistols -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(15)
    Level 1: Subdual -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(34), Enf'dOp-Acc/EndRdx(37), Enf'dOp-Immob/Rng(40), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(46)
    Level 2: Dual Wield -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(15)
    Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(23)
    Level 6: Swap Ammo
    Level 8: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(17)
    Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(31)
    Level 12: Swift -- Run-I(A)
    Level 14: Health -- RgnTis-Regen+(A)
    Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
    Level 18: Executioner's Shot -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(19), Dev'n-Dmg/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(23)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-EndMod/Rchg(27), P'Shift-EndMod(31)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(50)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def(25), RedFtn-Def/EndRdx(27)
    Level 26: Suppressive Fire -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(46), NrncSD-Acc/EndRdx(48), NrncSD-Hold/Rng(48), NrncSD-Acc/Hold/Rchg(48), NrncSD-Dam%(50)
    Level 28: Concentration -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(29), AdjTgt-Rchg(29), AdjTgt-ToHit/Rchg(31)
    Level 30: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(50)
    Level 32: Hail of Bullets -- 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: Drain Psyche -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(36), Efficacy-EndMod(36), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(37)
    Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), RedFtn-Def/EndRdx(42)
    Level 44: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 47: Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Phase Shift -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 6: Cryo Ammunition
    Level 6: Incendiary Ammunition
    Level 6: Chemical Ammunition
    ------------
    Set Bonus Totals:
    • 22% DamageBuff(Smashing)
    • 22% DamageBuff(Lethal)
    • 22% DamageBuff(Fire)
    • 22% DamageBuff(Cold)
    • 22% DamageBuff(Energy)
    • 22% DamageBuff(Negative)
    • 22% DamageBuff(Toxic)
    • 22% DamageBuff(Psionic)
    • 21.44% Defense(Smashing)
    • 21.44% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 22.06% Defense(Melee)
    • 3% Defense(Ranged)
    • 3% Defense(AoE)
    • 52% Enhancement(Accuracy)
    • 2% Enhancement(Held)
    • 3% Enhancement(Immobilize)
    • 75% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 198.79 HP (16.5%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Immobilize) 7.7%
    • MezResist(Stun) 4.4%
    • 20% Perception
    • 13% (0.217 End/sec) Recovery
    • 66% (3.32 HP/sec) Regeneration
    • 4.725% Resistance(Fire)
    • 4.725% Resistance(Cold)
    • 1.875% Resistance(Negative)
    • 5% RunSpeed
    ------------
    Set Bonuses:
    Devastation
    (Pistols)
    • 12% (0.604 HP/sec) Regeneration
    • 27.11 HP (2.25%) HitPoints
    • 3% DamageBuff(All)
    Enfeebled Operation
    (Subdual)
    • 3% Enhancement(Immobilize)
    • 1.875% Resistance(Negative)
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    • 3.75% Enhancement(RechargeTime)
    • 3.125% Defense(Melee), 1.563% Defense(Lethal), 1.563% Defense(Smashing)
    Devastation
    (Dual Wield)
    • 12% (0.604 HP/sec) Regeneration
    • 27.11 HP (2.25%) HitPoints
    • 3% DamageBuff(All)
    Positron's Blast
    (Empty Clips)
    • 2.5% (0.042 End/sec) Recovery
    • 1.575% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Positron's Blast
    (Bullet Rain)
    • 2.5% (0.042 End/sec) Recovery
    • 1.575% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Positron's Blast
    (Psychic Scream)
    • 2.5% (0.042 End/sec) Recovery
    • 1.575% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Kinetic Combat
    (Boxing)
    • MezResist(Immobilize) 2.75%
    • 18.07 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
    Devastation
    (Executioner's Shot)
    • 12% (0.604 HP/sec) Regeneration
    • 27.11 HP (2.25%) HitPoints
    • 3% DamageBuff(All)
    Performance Shifter
    (Stamina)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 22.59 HP (1.875%) HitPoints
    • 2.5% (0.042 End/sec) Recovery
    • 2.5% DamageBuff(All)
    Steadfast Protection
    (Tough)
    • 1.5% (0.025 End/sec) Recovery
    • 3% Defense(All)
    • Knockback Protection (Mag -4)
    Luck of the Gambler
    (Weave)
    • 10% (0.503 HP/sec) Regeneration
    • 13.55 HP (1.125%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Neuronic Shutdown
    (Suppressive Fire)
    • MezResist(Immobilize) 2.2%
    • 18.07 HP (1.5%) HitPoints
    • 7% Enhancement(Accuracy)
    • 2% Enhancement(Held)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
    Rectified Reticle
    (Concentration)
    • 1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
    • 20% Perception
    Adjusted Targeting
    (Concentration)
    • 2% DamageBuff(All)
    Karma
    (Combat Jumping)
    • Knockback Protection (Mag -4)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Obliteration
    (Hail of Bullets)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
    Efficacy Adaptor
    (Drain Psyche)
    • 13.55 HP (1.125%) HitPoints
    • 1.5% (0.025 End/sec) Recovery
    • 10% (0.503 HP/sec) Regeneration
    • 2.5% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Obliteration
    (Psychic Shockwave)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
    Luck of the Gambler
    (Scorpion Shield)
    • 10% (0.503 HP/sec) Regeneration
    • 13.55 HP (1.125%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Grant Invisibility)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Invisibility)
    • 7.5% Enhancement(RechargeTime)
    Kinetic Combat
    (Brawl)
    • MezResist(Immobilize) 2.75%
    • 18.07 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)



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    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    Planned I19
    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Blaster
    Primary Power Set: Dual Pistols
    Secondary Power Set: Mental Manipulation
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Concealment
    Power Pool: Speed
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Pistols -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(15)
    Level 1: Subdual -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(34), Enf'dOp-Acc/EndRdx(37), Enf'dOp-Immob/Rng(40), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(46)
    Level 2: Dual Wield -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(15)
    Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(23)
    Level 6: Swap Ammo
    Level 8: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(17)
    Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(31)
    Level 12: Boxing -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(36), RzDz-Acc/EndRdx(37), RzDz-Stun/Rng(37), RzDz-Acc/Stun/Rchg(45)
    Level 14: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(29)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(29)
    Level 18: Executioner's Shot -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(19), Dev'n-Dmg/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(23)
    Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21), RedFtn-Def/EndRdx(27)
    Level 22: Drain Psyche -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/Acc/Rchg(31), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(36), Efficacy-EndMod/EndRdx(50)
    Level 24: Concentration -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(25), AdjTgt-Rchg(25), AdjTgt-ToHit/Rchg(27)
    Level 26: Suppressive Fire -- Lock-Acc/Rchg(A)
    Level 28: Stealth -- LkGmblr-Rchg+(A)
    Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Hail of Bullets -- 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: Hasten -- RechRdx-I(A), RechRdx-I(46)
    Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
    Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), RedFtn-Def/EndRdx(42)
    Level 44: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Immob/Rchg(50), Enf'dOp-Acc/Immob(50)
    Level 47: Phase Shift -- RechRdx-I(A)
    Level 49: Invisibility -- Krma-ResKB(A)
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A), Empty(45), Empty(45)
    Level 1: Defiance
    Level 4: Ninja Run
    Level 6: Cryo Ammunition
    Level 6: Incendiary Ammunition
    Level 6: Chemical Ammunition
    ------------
    Set Bonus Totals:
    • 19.5% DamageBuff(Smashing)
    • 19.5% DamageBuff(Lethal)
    • 19.5% DamageBuff(Fire)
    • 19.5% DamageBuff(Cold)
    • 19.5% DamageBuff(Energy)
    • 19.5% DamageBuff(Negative)
    • 19.5% DamageBuff(Toxic)
    • 19.5% DamageBuff(Psionic)
    • 21.75% Defense(Smashing)
    • 21.75% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 3% Defense(Energy)
    • 3% Defense(Negative)
    • 3% Defense(Psionic)
    • 24.56% Defense(Melee)
    • 3% Defense(Ranged)
    • 3% Defense(AoE)
    • 2% Enhancement(Stun)
    • 45% Enhancement(Accuracy)
    • 78.75% Enhancement(RechargeTime)
    • 6% Enhancement(Immobilize)
    • 158.12 HP (13.12%) HitPoints
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Immobilize) 2.75%
    • MezResist(Stun) 4.4%
    • 20% Perception
    • 12.5% (0.209 End/sec) Recovery
    • 66% (3.32 HP/sec) Regeneration
    • 4.725% Resistance(Fire)
    • 4.725% Resistance(Cold)
    • 3.75% Resistance(Negative)
    ------------
    Set Bonuses:
    Devastation
    (Pistols)
    • 12% (0.604 HP/sec) Regeneration
    • 27.11 HP (2.25%) HitPoints
    • 3% DamageBuff(All)
    Enfeebled Operation
    (Subdual)
    • 3% Enhancement(Immobilize)
    • 1.875% Resistance(Negative)
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    • 3.75% Enhancement(RechargeTime)
    • 3.125% Defense(Melee), 1.563% Defense(Lethal), 1.563% Defense(Smashing)
    Devastation
    (Dual Wield)
    • 12% (0.604 HP/sec) Regeneration
    • 27.11 HP (2.25%) HitPoints
    • 3% DamageBuff(All)
    Positron's Blast
    (Empty Clips)
    • 2.5% (0.042 End/sec) Recovery
    • 1.575% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Positron's Blast
    (Bullet Rain)
    • 2.5% (0.042 End/sec) Recovery
    • 1.575% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Positron's Blast
    (Psychic Scream)
    • 2.5% (0.042 End/sec) Recovery
    • 1.575% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Razzle Dazzle
    (Boxing)
    • 2% (0.033 End/sec) Recovery
    • 18.07 HP (1.5%) HitPoints
    • 2% Enhancement(Stun)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
    Steadfast Protection
    (Tough)
    • 1.5% (0.025 End/sec) Recovery
    • 3% Defense(All)
    • Knockback Protection (Mag -4)
    Luck of the Gambler
    (Combat Jumping)
    • 7.5% Enhancement(RechargeTime)
    Karma
    (Combat Jumping)
    • Knockback Protection (Mag -4)
    Devastation
    (Executioner's Shot)
    • 12% (0.604 HP/sec) Regeneration
    • 27.11 HP (2.25%) HitPoints
    • 3% DamageBuff(All)
    Luck of the Gambler
    (Weave)
    • 10% (0.503 HP/sec) Regeneration
    • 13.55 HP (1.125%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Efficacy Adaptor
    (Drain Psyche)
    • 13.55 HP (1.125%) HitPoints
    • 1.5% (0.025 End/sec) Recovery
    • 10% (0.503 HP/sec) Regeneration
    • 2.5% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Rectified Reticle
    (Concentration)
    • 1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
    • 20% Perception
    Adjusted Targeting
    (Concentration)
    • 2% DamageBuff(All)
    Luck of the Gambler
    (Stealth)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Grant Invisibility)
    • 7.5% Enhancement(RechargeTime)
    Obliteration
    (Hail of Bullets)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
    Obliteration
    (Psychic Shockwave)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
    Luck of the Gambler
    (Scorpion Shield)
    • 10% (0.503 HP/sec) Regeneration
    • 13.55 HP (1.125%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Enfeebled Operation
    (Web Envelope)
    • 3% Enhancement(Immobilize)
    • 1.875% Resistance(Negative)
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    • 3.75% Enhancement(RechargeTime)
    • 3.125% Defense(Melee), 1.563% Defense(Lethal), 1.563% Defense(Smashing)
    Karma
    (Invisibility)
    • Knockback Protection (Mag -4)
    Kinetic Combat
    (Brawl)
    • MezResist(Immobilize) 2.75%
    • 18.07 HP (1.5%) HitPoints
    • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)



    Code:
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  25. You currently don't have your AoE defense capped, and that is most likely what is getting you killed. Romans use AoE attacks that have a -def component, so your best bet is to fill that whole. Also, you just have some really, well, not good slotting.

    There is ALOT of money in this build that didnt need to be used, but if you want to keep everything you've bought (and spend a lil more), I've put together the below build. I had my Elm/SD scrapper capped to everything, but since the BoTZ fix, I havent take the time to shore up the ranged hole, plus my S/L capped** dp/mm blaster and s/l capped fire/psi dom are both taking up most of my time.

    The below build is taking some of my Scrapper's Ideas and putting them with your build. You may however want to keep a few slots extra to slot Stamina once its inherent (you can also 6-slot perf shifter in stam and get 3+% defense).

    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Brute
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(46)
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def(31), LkGmblr-Def/EndRdx/Rchg(31)
    Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def/Rchg(3), LkGmblr-Def/EndRdx/Rchg(11)
    Level 4: True Grit -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(5), RgnTis-Regen+(5), Numna-Regen/Rcvry+(7)
    Level 6: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(7), GSFC-Rchg/EndRdx(17), GSFC-ToHit/Rchg/EndRdx(17), GSFC-ToHit/Rchg(37), GSFC-ToHit(43)
    Level 8: Thunder Strike -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(9), Erad-Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(13), Erad-Acc/Rchg(13), Erad-%Dam(15)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
    Level 12: Super Speed -- EndRdx-I(A)
    Level 14: Active Defense -- HO:Enzym(A), HO:Enzym(15)
    Level 16: Boxing -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(23), RzDz-Acc/EndRdx(23), RzDz-Stun/Rng(27), RzDz-Acc/Stun/Rchg(31)
    Level 18: Chain Induction -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(21), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
    Level 20: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 22: Tough -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(37), ImpSkn-ResDam/EndRdx/Rchg(46)
    Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), RedFtn-Def/EndRdx(27)
    Level 26: Combat Jumping -- Ksmt-ToHit+(A)
    Level 28: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(29), Mocking-Taunt/Rng(29), Mocking-Acc/Rchg(34), Mocking-Rchg(40), Mocking-Taunt/Rchg/Rng(43)
    Level 30: Against All Odds -- EndRdx-I(A), EndRdx-I(40)
    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 -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg(36), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37)
    Level 38: One with the Shield -- ResDam-I(A)
    Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43), Decim-Build%(50)
    Level 44: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(48), DarkWD-Rchg/EndRdx(48), DarkWD-ToHitDeb/EndRdx(48)
    Level 49: Grant Cover -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 11.5% DamageBuff(Smashing)
    • 11.5% DamageBuff(Lethal)
    • 11.5% DamageBuff(Fire)
    • 11.5% DamageBuff(Cold)
    • 11.5% DamageBuff(Energy)
    • 11.5% DamageBuff(Negative)
    • 11.5% DamageBuff(Toxic)
    • 11.5% DamageBuff(Psionic)
    • 12.88% Defense(Smashing)
    • 12.88% Defense(Lethal)
    • 13.5% Defense(Fire)
    • 13.5% Defense(Cold)
    • 14.13% Defense(Energy)
    • 14.13% Defense(Negative)
    • 6% Defense(Psionic)
    • 16% Defense(Melee)
    • 17.56% Defense(Ranged)
    • 16.31% Defense(AoE)
    • 5.85% Max End
    • 2% Enhancement(Stun)
    • 60% Enhancement(RechargeTime)
    • 45% Enhancement(Accuracy)
    • 5% FlySpeed
    • 241.75 HP (16.13%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 9.35%
    • MezResist(Immobilize) 9.35%
    • MezResist(Sleep) 2.2%
    • MezResist(Stun) 2.2%
    • 9.5% (0.159 End/sec) Recovery
    • 40% (2.503 HP/sec) Regeneration
    • 1.575% Resistance(Fire)
    • 1.575% Resistance(Cold)
    • 3.125% Resistance(Negative)
    • 1.575% Resistance(Toxic)
    • 1.575% Resistance(Psionic)
    • 5% RunSpeed
    • 2% XPDebtProtection
    ------------
    Set Bonuses:
    Mako's Bite
    (Havoc Punch)
    • MezResist(Immobilize) 3.3%
    • 22.49 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
    Luck of the Gambler
    (Deflection)
    • 10% (0.626 HP/sec) Regeneration
    • 16.87 HP (1.125%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Luck of the Gambler
    (Battle Agility)
    • 10% (0.626 HP/sec) Regeneration
    • 16.87 HP (1.125%) HitPoints
    • 9% Enhancement(Accuracy)
    • 7.5% Enhancement(RechargeTime)
    Gladiator's Armor
    (True Grit)
    • 3% Defense(All)
    Steadfast Protection
    (True Grit)
    • 3% Defense(All)
    Gaussian's Synchronized Fire-Control
    (Build Up)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 28.11 HP (1.875%) HitPoints
    • 2.5% (0.042 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)
    Eradication
    (Thunder Strike)
    • 1.8% Max End
    • 3.125% Defense(Energy,Negative), 1.563% Defense(Ranged)
    • 33.73 HP (2.25%) HitPoints
    • 2% XPDebtProtection
    • 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
    Razzle Dazzle
    (Boxing)
    • 2% (0.033 End/sec) Recovery
    • 22.49 HP (1.5%) HitPoints
    • 2% Enhancement(Stun)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
    Mako's Bite
    (Chain Induction)
    • MezResist(Immobilize) 3.3%
    • 22.49 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
    Luck of the Gambler
    (Phalanx Fighting)
    • 7.5% Enhancement(RechargeTime)
    Impervious Skin
    (Tough)
    • MezResist(Sleep) 2.2%
    • 22.49 HP (1.5%) HitPoints
    Luck of the Gambler
    (Weave)
    • 10% (0.626 HP/sec) Regeneration
    • 16.87 HP (1.125%) HitPoints
    • 7.5% Enhancement(RechargeTime)
    Mocking Beratement
    (Taunt)
    • 1.8% Max End
    • MezResist(Held) 2.75%
    • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
    • 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
    • 7.5% Enhancement(RechargeTime)
    Obliteration
    (Lightning Rod)
    • MezResist(Stun) 2.2%
    • 3% DamageBuff(All)
    • 9% Enhancement(Accuracy)
    • 5% Enhancement(RechargeTime)
    • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
    Scirocco's Dervish
    (Shield Charge)
    • 10% (0.626 HP/sec) Regeneration
    • 3.125% Resistance(Negative)
    • 9% Enhancement(Accuracy)
    • 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
    Decimation
    (Gloom)
    • MezResist(Immobilize) 2.75%
    • 16.87 HP (1.125%) HitPoints
    • 2.25% Max End
    • 6.25% Enhancement(RechargeTime)
    • 1.575% Resistance(Toxic,Psionic)
    Positron's Blast
    (Dark Obliteration)
    • 2.5% (0.042 End/sec) Recovery
    • 1.575% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Dark Watcher's Despair
    (Darkest Night)
    • 22.49 HP (1.5%) HitPoints
    • 2.5% (0.042 End/sec) Recovery
    • 5% Enhancement(RechargeTime)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1411;708;1416;HEX;|
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    |F21E4FF39|
    |-------------------------------------------------------------------|
    **Regarding S/L defense, it really better suits squishy toons that have access to a S/L def toggle in their EPP, or a Resistence Armore Melee character (I want a S/L capped /Dark something SO bad (S/L damage limited and the res. and dark regen to back it up, sqee!), just don't have the time to level it.