SkylineGTR

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  1. I've had Hellions run half way across AP to get away from me. That was at level 1. The devs should do something about the fear effect.
  2. I'm working on my first Fire/Kin and was hoping to get a few opinions on the below posted build. The reason I chose Psi over Stone/Fire is because I'm planning to farm with it and the extra radius of Psionic Tornado will really help out, I think. Plus, I farm at 0x8 for drops so once per mob should do the trick. Anyway, let me know what you guys think and if there's anything I could change to make it better! Thanks.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Cast Down: Level 50 Mutation Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(34)
    Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(9), Nictus-Acc/Heal(11), Nictus-Acc/EndRdx/Heal/HP/Regen(11), Nictus-Acc/EndRdx/Rchg(17)
    Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(3), Enf'dOp-Immob/Rng(5), Enf'dOp-Acc/Immob/Rchg(5), Enf'dOp-Acc/Immob(9)
    Level 4: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob(40), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
    Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 10: Siphon Speed -- RechRdx-I(A), RechRdx-I(37), Acc-I(40), Acc-I(40)
    Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(15), Amaze-Acc/Stun/Rchg(17)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(43)
    Level 22: Hot Feet -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(34)
    Level 24: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Knock%(46)
    Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(34)
    Level 28: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def(29), LkGmblr-Rchg+(50)
    Level 30: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(31)
    Level 32: Fire Imps -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(33), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33)
    Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(39), Efficacy-EndMod/EndRdx(43)
    Level 38: Fulcrum Shift -- RechRdx-I(A), Acc-I(39), Acc-I(39)
    Level 41: Indomitable Will -- LkGmblr-Def/Rchg(A), LkGmblr-EndRdx/Rchg(46), LkGmblr-Rchg+(46)
    Level 44: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), FrcFbk-Rechg%(50)
    Level 49: Increase Density -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Containment
    ------------
    Set Bonus Totals:
    • 5.5% DamageBuff(Smashing)
    • 5.5% DamageBuff(Lethal)
    • 5.5% DamageBuff(Fire)
    • 5.5% DamageBuff(Cold)
    • 5.5% DamageBuff(Energy)
    • 5.5% DamageBuff(Negative)
    • 5.5% DamageBuff(Toxic)
    • 5.5% DamageBuff(Psionic)
    • 19.3% Defense(Smashing)
    • 19.3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 10.5% Defense(Energy)
    • 10.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 18.6% Defense(Melee)
    • 6.75% Defense(Ranged)
    • 3% Defense(AoE)
    • 2.25% Max End
    • 6% Enhancement(Immobilize)
    • 36% Enhancement(Accuracy)
    • 5% Enhancement(Heal)
    • 73.8% Enhancement(RechargeTime)
    • 3% Enhancement(Stun)
    • 5% FlySpeed
    • 122.1 HP (12%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 4.95%
    • MezResist(Stun) 2.2%
    • 15.5% (0.26 End/sec) Recovery
    • 30% (1.27 HP/sec) Regeneration
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 3.75% Resistance(Negative)
    • 5% RunSpeed



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  3. One thing to note about Psi Tornado is that is does have a larger radius. I dunno about everyone else, but I have definitely noticed mobs are a lot more scattered now.
  4. What's wrong with building for some S/L defense? I understand the 'more recharge!!!' side of it, but to me, it just makes more sense to build for both. I was thinking of leveling a Fire/Kin (I don't have one, lol) and figured maybe about 35% S/L with about 70% recharge would do the trick.

    EDIT: Also, why Psionic Mastery? Faster AoE and FF Procable + Mez clickie? Hmm.. and the AoE has a nicer radius than Fissue/Fire Ball.
  5. If you can get Mids' to work, try something like this..

    It has 71.3% recharge, 586% regen and 33.08% melee defense.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Regeneration
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Havoc Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(46)
    Level 1: Fast Healing -- Numna-Heal(A), Numna-Regen/Rcvry+(23)
    Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(40), Dct'dW-Rchg(40)
    Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-End%(5)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(39), GSFC-Build%(40)
    Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(46)
    Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(13), Dct'dW-Rchg(15)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Integration -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(19), Dct'dW-Rchg(19)
    Level 18: Hurdle -- Jump-I(A)
    Level 20: Health -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(21), Mrcl-Rcvry+(21)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23)
    Level 24: Chain Induction -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(25), T'Death-Dmg/Rchg(25), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(43)
    Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 28: Instant Healing -- RechRdx-I(A), RechRdx-I(29)
    Level 30: Kick -- FrcFbk-Rechg%(A)
    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: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36), S'fstPrt-ResDam/Def+(37)
    Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(39), RechRdx-I(39)
    Level 41: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
    Level 44: Fire Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46)
    Level 47: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
    Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 17.5% DamageBuff(Smashing)
    • 17.5% DamageBuff(Lethal)
    • 17.5% DamageBuff(Fire)
    • 17.5% DamageBuff(Cold)
    • 17.5% DamageBuff(Energy)
    • 17.5% DamageBuff(Negative)
    • 17.5% DamageBuff(Toxic)
    • 17.5% DamageBuff(Psionic)
    • 17.1% Defense(Smashing)
    • 17.1% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 5.5% Defense(Energy)
    • 5.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 25.5% Defense(Melee)
    • 6.13% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 71.3% Enhancement(RechargeTime)
    • 33% Enhancement(Accuracy)
    • 12% Enhancement(Heal)
    • 3% Enhancement(Immobilize)
    • 15% FlySpeed
    • 170.7 HP (12.7%) HitPoints
    • 15% JumpHeight
    • 15% JumpSpeed
    • MezResist(Held) 5.5%
    • MezResist(Immobilize) 6.6%
    • MezResist(Stun) 4.4%
    • MezResist(Terrorized) 6.6%
    • 9% (0.15 End/sec) Recovery
    • 38% (2.12 HP/sec) Regeneration
    • 6.3% Resistance(Fire)
    • 6.3% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 15% RunSpeed



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  6. Quote:
    Originally Posted by NeonPower View Post
    Thanx for the replies so far.

    The pounding slugfest IO's bring the damage above what a purp would give, doubles the accuracy bonus and also has the added bonus of +8% regen, which mitigates well with the res =)
    With the way Charged Brawl is slotted, it would do 1.5 more points of damage over a Crushing Impact: Acc/Dam. Your Accuracy would go up from 133.3% to 136.8% with the Crushing. Let's take a look at that 8% regen bonus. How much is it helping you? With it, you'd regenerate 25.6 HP/s and without it 25.0 HP/s.

    EDIT: Take a look at Chain Induction. It needs some Accuracy.
  7. Quote:
    Originally Posted by Grid_Lock View Post
    So I have an Elec/Regen... And whereas I'm on a mac and cant post mids. I'm just trying to get a few suggestions on sets that would give some melee defense.

    Suggestions?
    Money isnt an issue

    Thanky kindly!
    Look at Smashing Haymaker(Melee Damage), Reactive Armor(Resistance), Enfeebled Operation(Immob), Lethargic Repose(Sleep), Recified Reticle(To Hit Buff). There are more, but these are pretty cheap. Reactive Armor can be expensive depending on the market.

    Also, pick up a Steadfast Protection: Resis/Defense.
  8. Quote:
    Originally Posted by Santorican View Post
    Unfortunately Fire/Willpower will perform significantly better the electric/electric. You're going to want a lot more accuracy in Chain Induction 22% will not be enough.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Corkscrew: Level 50 Science Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Electric Armor
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), P'ngS'Fest-Acc/Dmg(29), P'ngS'Fest-Dmg/EndRdx(46)
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7)
    Level 2: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(23)
    Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15)
    Level 6: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(11), RechRdx-I(13)
    Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-%Dam(17), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21)
    Level 10: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(23), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(25)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(29)
    Level 16: Grounded -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31)
    Level 18: Chain Induction -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
    Level 20: Energize -- Numna-Heal/Rchg(A), Numna-EndRdx/Rchg(34), Numna-Heal/EndRdx/Rchg(34), Dct'dW-Heal/Rchg(36)
    Level 22: Hurdle -- Jump-I(A)
    Level 24: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(36), Mrcl-Heal(36), Mrcl-Rcvry+(37)
    Level 26: Stamina -- P'Shift-End%(A), P'Shift-EndMod(37), P'Shift-EndMod/Acc(37), P'Shift-EndMod/Rchg(39), P'Shift-EndMod/Acc/Rchg(39)
    Level 28: Lightning Reflexes -- Run-I(A)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(40)
    Level 32: Lightning Rod -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(34), Armgdn-Acc/Dmg/Rchg(45), Armgdn-Acc/Rchg(45), Armgdn-Dmg/EndRdx(45)
    Level 35: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42)
    Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43)
    Level 41: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(43), RedFtn-Def(43), RedFtn-EndRdx(46), RedFtn-Def/Rchg(46), RedFtn-Def/EndRdx/Rchg(50)
    Level 44: Conserve Power -- RechRdx-I(A)
    Level 47: Physical Perfection -- P'Shift-End%(A), Numna-Heal(48), Numna-Heal/EndRdx(48), Numna-Heal/Rchg(48), RgnTis-Regen+(50)
    Level 49: Power Surge -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(50)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Remove one of those Pounding Slugfests and put the slot on CI. Then replace them both with either a Nuc Exposure or a 50 Acc/Dam IO. On Boxing, replace the Kinetic Combat: Dam/End/Rech with the Kinetic Combat: Knockdown bonus. You'll rarely use Boxing enough for that kind of influence to be worth it. Not to mention, it's a pretty weak power. Everything else seems pretty good.
  9. In my experience, Defense based sets have a much better time taking on AVs. My vote goes to SR.
  10. More recharge, regen, hp and a tad better melee degense/end drain.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Scrapper Epi Fire 2: Level 50 Technology Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(31)
    Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def(3), LkGmblr-Def/EndRdx/Rchg(27)
    Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(5), LkGmblr-Def(7), LkGmblr-Def/EndRdx/Rchg(19)
    Level 4: True Grit -- Mrcl-Heal(A), Mrcl-Heal/Rchg(9), Mrcl-Heal/EndRdx(11), S'fstPrt-ResDam/Def+(17)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(23), GSFC-Rchg/EndRdx(33), GSFC-ToHit/EndRdx(43), GSFC-Build%(46)
    Level 8: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(15), FrcFbk-Rechg%(17)
    Level 10: Active Defense -- RechRdx-I(A)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- RgnTis-Regen+(A), Mrcl-Heal(21), Numna-Regen/Rcvry+(21), Numna-Heal(23), Mrcl-Rcvry+(40)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(27)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(31), P'Shift-EndMod/Acc(33), P'Shift-Acc/Rchg(42)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(29), Zephyr-Travel/EndRdx(43), Zephyr-ResKB(43)
    Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 26: Kick -- Acc-I(A)
    Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(34), Aegis-ResDam/EndRdx/Rchg(40)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(34)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(37)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
    Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(40), LkGmblr-Def(42), LkGmblr-Rchg+(42)
    Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Rchg/Hold(46), BasGaze-EndRdx/Rchg/Hold(46)
    Level 44: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(45)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 14% DamageBuff(Smashing)
    • 14% DamageBuff(Lethal)
    • 14% DamageBuff(Fire)
    • 14% DamageBuff(Cold)
    • 14% DamageBuff(Energy)
    • 14% DamageBuff(Negative)
    • 14% DamageBuff(Toxic)
    • 14% DamageBuff(Psionic)
    • 8% Defense(Smashing)
    • 8% Defense(Lethal)
    • 12.1% Defense(Fire)
    • 12.1% Defense(Cold)
    • 9.88% Defense(Energy)
    • 9.88% Defense(Negative)
    • 3% Defense(Psionic)
    • 13% Defense(Melee)
    • 13% Defense(Ranged)
    • 16.4% Defense(AoE)
    • 59% Enhancement(Accuracy)
    • 76.3% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 180.7 HP (13.5%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Immobilize) 4.4%
    • MezResist(Stun) 6.6%
    • 14.5% (0.24 End/sec) Recovery
    • 54% (3.02 HP/sec) Regeneration
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 15% RunSpeed



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  11. Quote:
    Originally Posted by Vitality View Post
    I 4-slot both QR and Stamina with four Performance Shifters...Chance for +End, End Mod, End Mod/Acc, End Mod/Rec.
    Same here unless I'm going for some damage bonuses. Then they get 5 slots.
  12. Revised my build just a bit. I had Fire Blast over Melt Armor, but I rarely use FB on my other Scraps and Tanks. So I 2 slotted Melt Armor for some HP and 4 slotted Char (replaced from RoF) with Basilisk for 7.5% rech instead of 6.25%.

    Click this DataLink to open the build!
  13. Yeah you have to go in an edit it. Here's how..

    Options < Advanced < Database Editor < Click Main Database Editor

    Under 'Group' select 'Scrapper_Defense'

    Under 'Set' select 'Shield_Defense'

    Under 'Power' double click 'Phalanx_Fighting'

    A box will open up. Select the 'Effects' tab

    Double click '3.75 Defense(Ranged) blah blah blah' It's the second to last on the list.

    Another box will open. On the left side, look down to 'Affects' and choose 'None" from the choice box.

    Click OK, Save and close out. All should be well again.

    (Sorry if this explanation sucked, lol)
  14. Okay, here's what I've come with. Soft capped to Melee and Ranged. 44.43% to AoE. I could soft cap AoE, but I'd have to use 5 slots of Miracle on True Grit. I'd lose 35hp and that's more important to me than 1.88% AoE. Let me know what you guys think. I'm sure I missed something on it, lol.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(42), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(46)
    Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Def(3), LkGmblr-Rchg+(42)
    Level 2: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(5), LkGmblr-Def(7), LkGmblr-Rchg+(9)
    Level 4: True Grit -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(5), Mrcl-Rcvry+(7), Numna-Heal/EndRdx(42), Numna-Heal/Rchg(46), Numna-Heal(50)
    Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(13), GSFC-ToHit/EndRdx(15), GSFC-Build%(15)
    Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(9), Zephyr-ResKB(25), LkGmblr-Rchg+(31)
    Level 10: Active Defense -- RechRdx-I(A)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19), Zephyr-ResKB(19)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-%Dam(34)
    Level 20: Health -- Numna-Heal/EndRdx(A), Numna-Heal(25), Numna-Regen/Rcvry+(39)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc/Rchg(39), P'Shift-Acc/Rchg(39), P'Shift-EndMod/Acc(40), P'Shift-End%(40)
    Level 24: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 26: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(34)
    Level 28: Kick -- FrcFbk-Rechg%(A)
    Level 30: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(31), S'fstPrt-ResKB(34)
    Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Def(33), LkGmblr-Rchg+(33)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(40), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(43)
    Level 41: Ring of Fire -- TotHntr-Acc/Rchg(A)
    Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(50)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Against All Odds -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 16.5% DamageBuff(Smashing)
    • 16.5% DamageBuff(Lethal)
    • 16.5% DamageBuff(Fire)
    • 16.5% DamageBuff(Cold)
    • 16.5% DamageBuff(Energy)
    • 16.5% DamageBuff(Negative)
    • 16.5% DamageBuff(Toxic)
    • 16.5% DamageBuff(Psionic)
    • 9.88% Defense(Smashing)
    • 9.88% Defense(Lethal)
    • 8.94% Defense(Fire)
    • 8.94% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 16.8% Defense(Melee)
    • 15.5% Defense(Ranged)
    • 14.9% Defense(AoE)
    • 2.25% Max End
    • 65% Enhancement(RechargeTime)
    • 52% Enhancement(Accuracy)
    • 10% FlySpeed
    • 261 HP (19.5%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -12)
    • Knockup (Mag -12)
    • MezResist(Held) 6.05%
    • MezResist(Immobilize) 11%
    • MezResist(Stun) 4.4%
    • 11.5% (0.19 End/sec) Recovery
    • 54% (3.02 HP/sec) Regeneration
    • 1.58% Resistance(Fire)
    • 1.58% Resistance(Cold)
    • 10% RunSpeed



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  15. Still working on my Mids build. It's a little tough to soft cap when taking Fire Ball. Also, Cremate or Incinerate? I'm leaning towards Incinerate. Could also get both and skip GFS. I've heard the 'FS-Cremate-Incin-FS' chain is pretty effective. Might have their order mixed up?
  16. Quote:
    Originally Posted by Ehina View Post
    My Spine/Dark has the same issue (maybe less than you, I cannot be sure). It's not that clear if I fight 0/+1 minion/lieuts that get killed fast, but against higher level mobs with bosses it's a pain.

    It's supposed to be due to Spine -rech secondary effect. Once you have nerfed their recharge too much, and they do not have an attack to fire, they start running, and come back once they can attack you. At least that's what I was told.

    That's the reason I really prefer my Spine/Invuln over my Spine/DA : with Invuln's strong taunt aura I do not have this issue at all and can fight any type of enemy, keeping all the critters always close to me and maximizing the dmg from my AoEs.

    I guess Spine/Fire, Spine/Elec have the same problem. But not all the players suffer from that, at 50 I guess most Spine/x go through +0 minions/lieuts too fast for the problem to occur (notice they do not start to run at once you attack, it's only like 15 sec after).
    Yeah, once I start attacking a mob with my Spines/Fire, I've got about 15 sec to kill them before they spread. It can be quite irritating at times, lol. I might have to look at /Invul for Scraps, btw.
  17. Quote:
    Originally Posted by Aliana Blue View Post
    Ever since I finished building my Elec/Shield AND set the difficulty to +3/x8, the world has become one gigantic farm

    Tele-AoEs are ADDICTIVE!
    True and Elec has some extra KD that Fire would lack.
  18. Quote:
    Originally Posted by Ehina View Post
    If you choose Elec/ don't forget the FF +rech proc in Thunderstrike. This little thing has a chance to proc for every critter hit, and therefore procs alot while farming.

    It really makes a difference on the recharge side, and your Shield Charge comes back faster
    Damn.. that is a pretty good point. I swear by the FF on my SS toons. Does it work in Shield Charge? Even if it did, I guess it wouldn't be that useful on a 30 second recharge.
  19. Alright I think I'm gonna go Elec or Fire/Shield/Blaze. I wish Thunder Strike had a larger radius and Chain Induction would still chain off a target it kills, though. Fire only really has FSC for AoE, but it's great damage and recharges fast. Not to mention, it also has an effective ST attack chain for bosses. Soooo Fire/SD/Blaze it is! I'll post up a build in a little bit and see what y'all think.
  20. Quote:
    Originally Posted by DaveMebs View Post
    How much cash are you willing to spend on it?
    I've got about 2 billion. I would prefer to skip Purples and PvPs. Anything else is game.
  21. Quote:
    Originally Posted by SkillyHizoh View Post
    Will you be mostly soloing it, or do you plan on having help?

    My SG mate has a Spines/WP that just wont quit....does stupid constant AoE and since the WP set is mostly passive, it's a breeze for him. If it ever gets overwhelming, he just tosses out Energy Torrent (all knock down, no knock back) and lets RTTC do it's thing. Spines/WP gets my vote for Solo...that could just be because there are 3,840,028 Elec/SD scrappers out there now too. XD

    My 2nd vote would be for Fire/SD....more burst damage thanks to AAO+SC -> FSC, and pretty easy to softcap on a farming only build. Incinerate+GFS is usually all that's needed to finish off a Boss after that. The going gets a little slow when SC is down though, so I would build for +rech to keep that up as often as possible.
    Yeah I'll be planning to solo only. I'm seeing 3 votes for Fire/Shield so far and now that I think about it, it would also have Fire Ball. So FSC -> SC -> FB and move on might be pretty effective.

    Quote:
    Originally Posted by Sailboat View Post
    And Oppressive Gloom should neutralize all minions, very handy for farming.
    Does it do pretty well in keeping them from running? I had that problem on my Spines/Fire.

    Quote:
    Originally Posted by Santorican View Post
    It really depends on what you plan on farming
    I was thinking of farming the Council mish Unai gives.
  22. I'm trying to decide on a farmer. Something other than Fire/Kin. What kind of Scrapper do you use to farm with? There are just so many options that I can't decide.

    Here's my list so far:
    Fire/Fire
    Fire/SD
    Fire/Elec
    Elec/Fire
    Elec/SD
    Elec/Elec
    Spines/Fire
    Spines/Elec

    I'm leaning on Elec/SD or Fire/SD mainly for a quick 1+2 punch that will give them no time to run. But a damage aura might be more useful... So please, let me know your favorite Scrapper to farm with and maybe I can narrow it down to one.
  23. The 8% bonus from Pounding Slugfest isn't worth it. Add that slot to Incinerate for a Touch of Death set. That'll put you up to 26.1% Melee defense. It'll also add another 20.1hp which is worth a lot more than 8% regen.
  24. Trade out RotP for Hasten. I would give Hasten no less than 2 slots and I think the +Regeneration unique is on a 120 second timer. So it would be better to slot into a passive power like Health. Also, you should try to fit in a Miracle Unique. Then I'd gut Ring of Fire in order to get some extra slots. Those are just a couple observations after skimming through it. I'm sure I missed a few other things, but it looks good overall.

    Edit: Try to give BU another slot or two.
  25. I did the same thing with my Spines/Regen. When ED hit, I was pretty upset about the destruction of his regen rate. So when IOs were released, I went on a mission to get the absolute most regen out of him. Honestly, he's pretty damn tough with so much HP/s.