PrincessDarkstar

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  1. PrincessDarkstar

    Wolf/Great Wolf

    I can see it eventually when they open up 4 leg character models, but it won't be a straight copy of Claws.
  2. PrincessDarkstar

    TW/DA Build

    How do you not run out of end on Dark Armor?

    My Elec Armor toon recovers 2.24eps where you get 2.33eps but I have to use Power Sink a lot.

    Is it purely coming from me having more recharge?
  3. I had a small look at making a build, was planning on perma-hasten and ranged defence cap but all it did was make me realise that no amount of inf could make me play these sets Almost every power in Ice Control is skippable!

    Was it picked deliberately because they are underperforming sets you want to make us play more?
  4. It is also worth thinking about what you do most on the character, for example ITF is my fave TF, and -def comes in spades but is defended by S/L so that would win.

    If you plan on fighting Arachnos a lot their defence debuffs (And I think most of their debuffs) are ranged so that will win.

    In general over all the content S/L will win, but if you run specific missions more than others you could bias your build towards that.

    I should say I have seen a few people absolutely swear by ranged defence, and have never tried it so this is all theory.
  5. I think that because S/L defence covers the majority of ranged and AoE attacks (Especially the -def ones) you will still be better off with S/L.

    An alternative would be to try for 32.5% to all positions, and rely on small purples for the tricky places.
  6. If you can get hold of the Brute's Fury ATIO set you can get 5% more S/L defence by using 3 pieces in 2 different attacks, or 10% S/L defence if you Catalyze it into the superior version which could probably change the build significantly.

    I don't really know about claws enough to comment on that, but I would think without softcapped S/L you will struggle on +4/x8, and even with it being softcapped you will have to pick your enemy groups wisely.

    What I can say is that your attacks will probably need a lot more slotting, you are at ~70% to hit against +3's without Follow Up, and only hit 95% with 2 stacks. This is even worse against +4's falling to ~90% even with double stacked Follow Up. This is because although Kinetic Combat is great for S/L defence it is pretty poor as far as enhancement values go.
  7. Quote:
    Originally Posted by Kyria_Shirako View Post
    Actually, two things.

    First, the damage cap is higher for Scrappers.

    Scrappers have a melee Damage Scalar of 1.125, the highest in the game. Brutes have a mere 0.75 in anticipation of the difference being made up by Fury.

    If you account properly for critical hits (Not even counting the new ATOs, which are amazing for Scrappers)

    Scrappers: 1.125 * 1.1 * 500% = 6.1875
    Brutes: 0.75 * 775% = 5.8125

    The Brute damage cap was actually lowered a couple of issues back from 850% to 775% for more or less precisely this reason. So, at peak, Scrappers do more damage, and have a much easier time reaching this peak.

    Second, Lightning Rod is a wildly exceptional case. It, and Shield Charge, are what are called Pseudopet Attacks - They generate a briefly summoned entity rather than counting as a direct attack. Pseudopet Attacks actually use the more general damage cap of 400%.

    This lowers the potential of Scrapper Lightning Rods and Shield Charges somewhat. It devastates the potential of Brute pseudopet attacks. It's one of the reasons /Shield is much better on Scrappers.
    Thank you for that, saved me doing the correction

    I think in most situations a Scapper will outdamage a Brute (Slightly) and a Brute will last longer (Slightly). There are some powers that work better on one or the other though (Damage buffs are better for Scrappers, damage auras for Brutes for example).

    I always say you should pick which you prefer from Fury or Criticals and base your decision on that (Unless you pick a powerset confined to one or the other).

    Quote:
    Originally Posted by Kyria_Shirako View Post
    Scrappers tend to shine in defense-based secondaries (Where Higher brute resist caps are rendered academic) and in sets with unusual damage buffs or mechanics, since +Damage effects are nearly twice as strong on a Scrapper as on a Brute. (The Brute +Damage Buff multiplier is 0.8, the Scrapper +Damage Buff multiplier is 1.0. 0.75*0.8 = 0.6; 1.125 * 1.0 = 1.125.)
    This is going to get me battered, but I am kinda of the opposite opinion (And I know I am in the minority but thought I would debate it anyway).

    I think Brutes have a slight advantage on defence sets due to the higher base HP, and on resist sets due to the higher cap they have an advantage here too .. but .. if you are aiming for defence on a resist set it is so much easier on a scrapper (Due to Shadow Meld) that I would say they start to have a significant pull to counteract the brutes resist cap.

    For example my elec scrapper would gain a few hundred hit points and 15% energy resist as a brute, but I am pretty sure not being softcapped for the alpha would negate that advantage entirely, with Shadow Meld you can take almost no damage from the alpha, then be pretty even for the rest of the fight after Shadow Meld drops.

    Note: Only if you are building for defence and recharge, and only in my opinion.
  8. Quote:
    Originally Posted by Hopeling View Post
    His registration date is 2004, so the other posts might have been lost to the forum switch of whenever ago.
    True, I might have been a little harsh so if the OP comes back to this thread then I will say sorry. If not ...

    Quote:
    Originally Posted by Shred_Monkey View Post
    Well... in the OP's defense.... if they want to buff scrappers, I won't complain.
    Actually good point. Yeah scrappers definitely need a buff!
  9. One consideration from the last discussion is the slotting in Follow Through and Rend Armor.

    I currently have 6 Hecatomb's in Follow Through and 5 of the ATIO set in Rend Armor, with the PPM Hecatomb proc having a 100% chance in Rend Armor that looks a good place, but it has an ~80% chance in Follow Through, which is used twice in each chain so is the best place for it.

    I could swap the 5 ATIO's for the rest of the Hecatomb set though, and each power will still have enough accuracy, but the difference in damage is ~1 (Not 1 dps, just 1) and the recharge boost only closes the gap by .01 seconds, while I lose out on 5% toxic resistance.

    I am thinking the toxic resistance wins out, but I am not sure yet.
  10. As Kangstor suggested the HO's have been replaced with +5 Def/End IO's:

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Yvi: Level 50 Magic Scrapper
    Primary Power Set: Titan Weapons
    Secondary Power Set: Electric Armor
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Crushing Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(46)
    Level 1: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(13), Aegis-ResDam/EndRdx/Rchg(13), Aegis-ResDam/Rchg(15), Aegis-EndRdx/Rchg(17)
    Level 2: Titan Sweep -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(25)
    Level 4: Lightning Field -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(5), M'Strk-Dmg/Rchg(5), M'Strk-Acc/EndRdx(7), M'Strk-Acc/Dmg/EndRdx(15), M'Strk-Dmg/EndRdx/Rchg(21)
    Level 6: Conductive Shield -- GA-ResDam(A), GA-End/Res(50)
    Level 8: Follow Through -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Dam%(21), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(40)
    Level 10: Build Momentum -- GSFC-ToHit(A), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(42)
    Level 12: Static Shield -- GA-3defTpProc(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(36)
    Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 18: Rend Armor -- SScrappersS-Acc/Dmg(A), SScrappersS-Rchg/+Crit(19), Achilles-ResDeb%(19), SScrappersS-Acc/Dmg/Rchg(37), SScrappersS-Dmg/EndRdx/Rchg(37), SScrappersS-Acc/Dmg/EndRdx/Rchg(39)
    Level 20: Boxing -- Empty(A)
    Level 22: Energize -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(23), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(34), Numna-Heal(36), Numna-Regen/Rcvry+(45)
    Level 24: Tough -- GA-ResDam(A)
    Level 26: Whirling Smash -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(45)
    Level 28: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(29), LkGmblr-Def(29), SW-ResDam/Re TP(40)
    Level 30: Lightning Reflexes -- Run-I(A)
    Level 32: Arc of Destruction -- Armgdn-Dmg(A), FotG-ResDeb%(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(34)
    Level 35: Power Sink -- EndMod-I(A)
    Level 38: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(39), LkGmblr-Rchg+(39)
    Level 41: Moonbeam -- HO:Nucle(A)
    Level 44: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(46)
    Level 47: Power Surge -- Lock-Acc/Hold(A), Lock-Acc/Rchg(48), Lock-Rchg/Hold(48), Lock-EndRdx/Rchg/Hold(48), Lock-Acc/EndRdx/Rchg/Hold(50), Lock-%Hold(50)
    Level 49: Shadow Meld -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Agility Core Paragon
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(7), P'Shift-EndMod/Acc/Rchg(25), P'Shift-Acc/Rchg(43), P'Shift-EndMod/Acc(45), P'Shift-End%(46)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 1: Momentum



    Code:
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  11. Quote:
    Originally Posted by Death_Badger View Post
    Why no decent slotting in powersink and lightning field? It doesn't matter what defense you have if the mobs trying to hit you have no end.
    Lightning Field is slotted for set bonus' which I can't figure out how to get elsewhere, though I would always damage slot it rather than -end slot it. I wouldn't really call 6 slotting with Multi Strike as 'not decent'.

    I have played around with Power Sink and ideally would have it 2 slotted with +5 EndMod IO's but there are no slots that I feel I can afford to move there.

    It would also mean I had to change my playstyle to use Power Sink offensively, which I would rather not do. It is purely a recovery power for me that just happens to give me another mitigation option if I feel I need it.
  12. Quote:
    Originally Posted by Kangstor View Post
    I can see your points for point 2 and 3 but I was going to suggest removing acc/rech one since you already have agility you don't need more recharge (unless you found a good attack chain that needs that much recharge) and you have more than enough global accuracy bonuses. Well I am not sure about your attack chain however so it is jusy a guess and there is the fact that you will be using energise, power sink, hasten and most importantly shadow meld constantly.
    My attacks recharge in pretty much the exact time that I need them to for my single target chain (Follow Through needs more recharge actually!). I have played around with removing and replacing various IO's and I can't (Or can't see a way to anyway). I also want enough accuracy to hit +3's, so can't spare any accuracy from anything but Rend Armor (Which can't really spare any because of set bonus')

    For Energise and Hasten there is a slight gap in my attack chain where I will be able to squeeze them in without missing too much DPS. Power Sink is another matter but I shouldn't need that too often,

    Shadow Meld will only be used while going from one mob to another, and can be cast on the move

    Quote:
    Originally Posted by Kangstor View Post
    2) to put a little more survivalbility to your build remove hami-o's from your defensive powers and replace them with LoTG def/end ones than pump all defensive enhancements to +5 you get same result only this time you get more hp thanks to lotg 3 piece bonuses.
    Good catch! Will check in mids but if it is true then I will do this
  13. Quote:
    Originally Posted by TwoHeadedBoy View Post
    t4 Barrier and league buffs would be enough to cover you 90% of the time. Adding Shadow Meld to the mix is overkill on a build that already softcaps positions, and you shouldn't need Ageless DDR on Incarnate trials anyways so there's really no reason not to use Barrier playing ELA on trials.
    Once I am 50 I will play 1 trial, and only to try and solo a crate. I 'might' try and do another trial but it would be a 3 man trial or a duo.

    You can't grasp my hatred for being forced into large groups despite the game being made for 8 man teams for 7 years ...

    Quote:
    Originally Posted by TwoHeadedBoy View Post
    DS will also serve the dual purpose of contributing to your momentum so try to think of it as a +def click power with a +momentum and minor damage benefit. From that perspective it looks pretty good. Also playing a Brute means you get Gloom and I'm sure a high DPS chain including DS and Gloom could be worked out easily.
    Yeah brute Gloom would be a nice addition, but that would mean fury, which I just hate.

    DS will also lose me damage in every situation, because although it is faster than Shadow Meld I can cast Shadow Meld while in between spawns, and should never need it mid fight.

    DS also doesn't help take an alpha, which is the only real time this scrapper should have a chance of getting killed.

    (Seeing how many times I use the word hate, it could be that I am a brute in real life so want to play something different lol)
  14. Quote:
    Originally Posted by wardragon View Post
    It seems that, currently scrappers are pointless to play. Brutes have a larger damage potential, higher defense limits, higher HP limits ect. There is no benefit or or reason to play a scrapper. The critical hit only hits 10% of the time and it doesn't even feel like its that often. If it was every third or fourth successive hit it would be better.
    As it stands now they are useless, just play a brute.
    11 posts with only 3 showing in the search? That mean 8 of your posts got deleted for trolling like this?
  15. Quote:
    Originally Posted by TwoHeadedBoy View Post
    I'm 99% sure that a Titan/Elec can softcap all positions w/ the help of defensive sweep and still have adequate global recharge and no gimped enhancement values. I have done it on Katana/Dark Armor (same principle) but unfortunately Mids is not allowing DS to be toggled on with +def values shown and I'm unable to work without mids displaying all info properly (I'm lost without it.)
    You may well be right but I want incarnate softcap so would still need Shadow Meld, and Defensive Sweep just isn't a good attack power so I prefer to do without it.
  16. My lack of stalker playing time made me forget that, thankfully they would be interchangable enough that you can use either depending on how much is in front of you at any given time

    Though I would probably use Thunderstrike after AS (Instead of JL) whenever it is up in an AoE situation because I love the animation so much. I am not sure if I could fit it in every time, or every 2nd chain.
  17. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Is there a reason why you're going Scrapper instead of Brute for this combo? Apparently there is no redraw issue using Gloom with momentum, and the Brute's taunt effect would be better for the AOE nature of TW. Electric Armor is such a durable set that I don't see Shadow Meld being worth the tradeoff, but that's just my opinion.
    Aside from hating fury with a passion the whole reason I am making this toon is because in i-trials my 45% softcapped Elec/SD wasn't survivable enough to solo crates* (Despite the at the time 30+ billion build) and that annoyed the life out of me (Enough to quit the game for a few months after seeing the unresistable damage in keyes on top of that).

    Without Shadow Meld I can't see a brute having enough survivability to do so outside of Power Surge which I would rather avoid using.

    Actually I think Shadow Meld is so good that it makes resistance sets in general work better on a scrapper than a brute.

    *This was +1 level boost so they were +3's iirc.
  18. I have an elec/wp from pre changes and although I have no intention of ever dropping Thunderstrike (I love it!) I am not sure if the new changes were much of a buff because the single target damage is still pretty poor I think.

    Has anyone worked out the new best chain?

    Something like AS>JL>CB>CI>CB>Repeat? (That was right off the top of my head so now actual calculation done)
  19. Quote:
    Originally Posted by RevolverMike View Post
    When you select what enhancement you want, hover over it and press the + button to enhance it. Press + 5 times to make a 5 times boosted enhancement.
    My hero *swoon*
  20. My Warshade is unfortunately shelved and IO'less at the moment so I can't help.
  21. Quote:
    Originally Posted by Shadey_NA View Post
    PrincessDarkstar,
    Out of curiosity, why are you opting for Crushing Blow over Defensive Sweep? I know you have lots of Defense in your build as it is, but you have no Def debuff resistance. Is there an optimal attack chain reason for it?
    The optimal single target attack chain uses Crushing Blow (RA>FT>CB>AoD>FT>Repeat). Ideally I would just have Defensive Sweep for an LoTG mule since it has far too low DPA to really use (Despite it being AoE) and I don't need the extra defence due to Shadow Meld, or Power Surge if I get debuffed too far.

    Quote:
    Originally Posted by Kangstor View Post
    Can you get enhancement boosters? If so I suggest making your build with +5 enhancement boosters (you can set it to +5 under slots/enhamcenets->set relative level to-> +5)and see if you can spare a slot or two from places (on my SR scrapper I manage to get a slot from hasten and manage to get rid of fully slotted maneuvre and 1 sloted combat jumping by increasing all enhancements to +5's). Also for a scrapper muscularate is too sweet to pass up not to mention TW is a set that will benefit from that damage bonus more than any recharge bonus.
    I will buy a few but not too many, however even putting everything at +5 in mids doesn't seem to let me free up any slots because most things are slotted for defence bonus'. If the build had more defence powers that would be buffed by the +5 enhancements it would have a bigger effect.

    As for Incarnate powers I really need the endurance modification and the defence buffs as well as the recharge. Losing the defence buffs would mean having to find an extra 1% defence across the board which isn't easy.

    Muscalature is awesome, so will be the second one I pick up for when I can do without the defence, having to use Power Sink more often and the gaps it would make in my attack chain would make the damage less useful, but I think it would still work out as an increase - it just isn't for everyday situations imho. It would be interesting to see how much damage I could do in the duration of a single Power Surge though while running Muscalature.

    Quote:
    Originally Posted by Kangstor View Post
    EDIT: A few quick looked through your last build.

    1) TW is better with AoE so I would suggest getting defensive sweep first and slot it well it is also a power that boosts your defense and recharges fairly fast
    2) You don't need to six slot hecatomb that much of toxic res won't change anything significant and it will allow you to share a slot.
    3) Rend is not best place for scrapper ATO for two reason. You wan't it either 3-3 in two powers or all 6 in one power unlike toxic, s/l is everywhere and even %.25 res makes a difference.
    4) focus on either positional or typed defense your build have numbers too close with each other.
    5) Instead of multistrike either get eradication or obliteration defense bonuses are better in either and both of them have more useful set bonuses than multistrike.
    1 - Defensive Sweep has poor DPA and I plan on AV soloing with this build so Crushing Blow is needed for my attack chain.
    2 - I normally 5 slot and miss the pure damage IO out but the extra damage from the 6th slot was just too good to pass up (See point 3).
    3 - I was thinking you might be right - and considered swapping the whole ATIO set into Follow Through and moving 5 Hecatomb's over to Rend Armor. With the new pay2win proc I think it will be almost a 100% proc rate (Haven't checked what recharge a 4.5ppa proc needs yet). But I think having 2 chances for the Hecatomb proc to go off is an overall DPS bonus. Once I check the PPA proc rate in each power I will make the decision because DPS>2.5% s/l resist.
    4 - They just happen to be close because of the sets I have had to take, I didn't pick anything for its typed defense at any point.
    5 - Multistrike was the very last set in the build and was needed for the specific bonus' it gives. I can get better values on the other sets but it is both AoE and Melee that I needed and can't seem to find another way around it.
  22. My new character is the first one I have played where I have deliberately tried to not be at the softcap (I had a not softcapped db/wp but that wasn't through lack of trying!).

    However I am still planning for 32.5% defence, so will always be 1 small purple away from the softcap, and I have my resistances and a heal on top of that. I also have Shadow Meld as a back up, and Power Surge on top of that!

    I think without all the layers of survivability I wouldn't have done it.

    I am also planning on chomping on everything that isn't purple (Or blue because I will probably have end issues) as soon as it drops to make sure I don't miss any purples. I won't specifically load up on them though outside of Master Of X runs.
  23. Thanks Shadey_NA, I have just hit 47 in game now and I think I will test out my defence build first but it does give me an alternative if the defence isn't working out quite like I hope (And I am not sure how well it will do).

    Anyway my latest build is below (All the standard IO's will be +5, and any that contain EndRdx too):

    Hero Plan by Mids' Hero Designer 1.954
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Yvi: Level 50 Magic Scrapper
    Primary Power Set: Titan Weapons
    Secondary Power Set: Electric Armor
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Crushing Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(46)
    Level 1: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(13), Aegis-ResDam/EndRdx/Rchg(13), Aegis-ResDam/Rchg(15), Aegis-EndRdx/Rchg(17)
    Level 2: Titan Sweep -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(25)
    Level 4: Lightning Field -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(5), M'Strk-Dmg/Rchg(5), M'Strk-Acc/EndRdx(7), M'Strk-Acc/Dmg/EndRdx(15), M'Strk-Dmg/EndRdx/Rchg(21)
    Level 6: Conductive Shield -- GA-ResDam(A), GA-End/Res(50)
    Level 8: Follow Through -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(9), Hectmb-Dam%(21), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(40)
    Level 10: Build Momentum -- GSFC-ToHit(A), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(42)
    Level 12: Static Shield -- GA-3defTpProc(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(36)
    Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 18: Rend Armor -- SScrappersS-Acc/Dmg(A), SScrappersS-Rchg/+Crit(19), Achilles-ResDeb%(19), SScrappersS-Acc/Dmg/Rchg(37), SScrappersS-Dmg/EndRdx/Rchg(37), SScrappersS-Acc/Dmg/EndRdx/Rchg(39)
    Level 20: Boxing -- Empty(A)
    Level 22: Energize -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(23), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(34), Numna-Heal(36), Numna-Regen/Rcvry+(45)
    Level 24: Tough -- GA-ResDam(A)
    Level 26: Whirling Smash -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(45)
    Level 28: Weave -- HO:Cyto(A), LkGmblr-Rchg+(29), LkGmblr-Def(29), SW-ResDam/Re TP(40)
    Level 30: Lightning Reflexes -- Run-I(A)
    Level 32: Arc of Destruction -- Armgdn-Dmg(A), FotG-ResDeb%(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34), Armgdn-Dam%(34)
    Level 35: Power Sink -- EndMod-I(A)
    Level 38: Maneuvers -- HO:Cyto(A), LkGmblr-Def(39), LkGmblr-Rchg+(39)
    Level 41: Moonbeam -- HO:Nucle(A)
    Level 44: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(46)
    Level 47: Power Surge -- Lock-Acc/Hold(A), Lock-Acc/Rchg(48), Lock-Rchg/Hold(48), Lock-EndRdx/Rchg/Hold(48), Lock-Acc/EndRdx/Rchg/Hold(50), Lock-%Hold(50)
    Level 49: Shadow Meld -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Agility Core Paragon
    ------------
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(7), P'Shift-EndMod/Acc/Rchg(25), P'Shift-Acc/Rchg(43), P'Shift-EndMod/Acc(45), P'Shift-End%(46)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 1: Momentum



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  24. Quote:
    Originally Posted by Energizing_Ion View Post
    I think the main reason why they don't use tp foe is because they could get interrupted like we can
    The minute a blaster got TP'd into a mob and squished before they could move the mobs would be nerfed, or they would build a few seconds untouchable into the TP, in which time some toons would have killed the mob which could be exploited.

    Also CoH seems to stay away from powers that move the player (IE: There isn't much KB and what little there is can be negated with slotting or powers) and this can only be because the player base is easily frustrated.

    TP for is great in theory, but it is pretty much a guaranteed kill if they get a squishy (Which they will). I have always liked the idea of the group being split up however, so a random selection of people in the group would be TP'd to each corner of the map and one group would have to work to the centre and deactivate the teleporter or this would keep happening and the mobs keep respawning.

    Taunt is a great idea, and phase is underused, but primarily because the mechanics (IE: I am not sure 'target a different person each time' can be done) can make some fights too hard by taking the tank out for a long time (And anyone who has sat on the Atlas City Hall while the whole team is phased on the LRSF can say how annoying it can get).

    They need some unkillable mobs too that will die the instant their 'tether' is killed (IE: A boss dies and his linked minions also die).

    I like the Nemesis Vengeance, but that is too powerful imho, some kind of toned down version of that but giving a variety of different buffs would be good on some enemies, as would a mechanic where the person who got the last kill goes to the top of the aggro list for a 'linked' enemy (IE: Each group of 10 have 5 'pairs' of mobs, so if I kill one then their friend will aggro to me until taunted).

    Another interesting power would be 'call for help' where one mob shouts and any other mobs within a certain area would get that mobs aggro list, and thus come running.

    I am not sure the mechanics behind interesting things like this are in game however.

    Edit: New suggestion would be the opposite of Vengeance, the person who killed the mob would get some kind of debuff such as -resistance from the mobs acid blood splashing onto them or something. Carnies do this kind of thing with the -end patches.
  25. Quote:
    Originally Posted by Leo_G View Post
    Vigilante is more on the side of going too far for the ideals of justice...beyond outright killing NPCs (which can't be done all the time), maybe lean their rewards less on merits and more on personal entitlement of power...so some of their reward choices don't grant merits at all but temp powers like the new trials we got, but instead of gating them by level, gate them by in-game time and tokened to use whenever you want (but lost if you change alignments). Stuff like inherent mez protection, inherent range, inherent HP and regen, temp ranged or melee attacks all reobtainable as rewards over merits and stuff.
    So to give incentive to being a Vigilante (Where ALL my played toons sit) you would take away any rewards I do get and replace it with a useless power which if I felt I needed I would never have bothered making the toon in the first place?

    Anyone who plays a 'main' character would not appreciate missing out on reward merits.

    I also don't see what is wrong with being a 'grey' alignment. Until I read this thread I didn't think anyone could find a problem with it, playing my toon on whichever mission my friends decide to run is a great bonus and they should not give into the 'have your cake and eat it' brigade with extra incentives.

    Or are there some numbers to show that nobody has 'grey' toons?