Speed_Force

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  1. [ QUOTE ]
    [ QUOTE ]
    Poll: Claws vs BD

    [/ QUOTE ]

    i think you mean ...

    Poll: Claws vs DB

    [/ QUOTE ]

    Yes, but since the Forum isn't allowing my to edit the initial post (or thread title) that point seems moot now.
  2. Well looking at them both in action I have these conclusions so far..

    - DB has better animations for the attacks, hands down.

    - Claws however seems to do more damage. This may change later on though as I start developing more Combo chains into DB. One Base damage alone however the advantage clearly seems to rest with Claws.
  3. [ QUOTE ]


    I slotted FSC with Multistrike instead of Obliteration for endurance's sake. The full MS set nearly cuts the end cost in half, whereas the Oblit set barely cuts down on it. Since that build has hasten, you'll find that by spamming FSC whenever you can you'll run out of end very quickly. MS also offers average melee/aoe defense. Oh and it's dirt cheap.



    [/ QUOTE ]

    If you go this route, you lose some very nice damage, accuracy and recharge bonuses as well as dropping Melee defense below 45%.

    While I agree that 15.6 end per activation is unsustainable in a power with 6.3 seconds recharge time, the stated goal was an AV hunter, not an AoE farmer which leads me to believe that FSC would be used infrequently enough that the high End cost may not matter.

    If he does swap the Obliterates for Multi-Strikes, then slotting an Enzyme into the second slot of Combat Jumping should at least bring the Melee Defense back to 45%.
  4. Well the build for Speed Force manages a regeneration total of 800% (80 hp/sec) at all times (barring debuffs) and hits 1646% (165 hp/sec) when IH is available which is 90 out of every 192 seconds (or 46.8% of the time).

    Which is good, but nowhere near what it used to be "back in the day".

    And while for one opponent it will out regenerate a WP build, WP also has better Defense and Resistances and in a prolonged fight, will certainly do better than my regen character against any large group.

    But I freely admit that my scrapper is built in a very atypical manner compared to what others here tend to go for.
  5. Well I decided to follow the advice here and try them both and see the attacks and animations before making up my mind.

    So I created Bronze-Tiger(Cl/WP) and Steel-Dragon (DB/WP) and will see which one impresses me more over the next few days.
  6. [ QUOTE ]
    You pick Regen over WP because Quick Recovery comes at like level 4 and backing off from a spawn of enemies isn't a death sentance like it can be with WP.



    [/ QUOTE ]

    Or, you pick WP over Regen because you want to have (potentially) softcapped defenses, good S/L resistance and massive passive regeneration.
  7. [ QUOTE ]
    I don't see the issue of the clicks. I guess because /regen was my first. I think toggles have spoiled some of you /regen haters. Just about all non melee ATs have 2+ trays of click powers they use constaly to survive a battle and don't trip about it at all.

    [/ QUOTE ]

    Some of us rolled our /Regen characters on the day the game launched and remember the fact that the set we rolled originally was a toggle based set.

    Integration+IH pre-ED was literally insane.

    Regen scrappers used to solo AVs long before it became "fashionable" to do so and rarely had to touch any click powers other than Dull Pain and Hasten in order to do it.

    The Devs saw this happening and thus /Regen became the "Nerf of the Issue" power set. This continued until a few releases ago where "Regeneration" morphed into "Click to Live"; a set which has very little resemblance to it's original form.

    Personally I hate the new version and went so far as to use IOs to force the set back into something that at least vaguely resembles what it used to be.


    [u]Click this DataLink to open the build![u]


    With a base regeneration of 80 hp/second + the Heals from Siphon Life in my attack chain, I am back to where I only touch the "Click" powers of Reconstruction, Instant Healing and MoG very rarely.

    And so, I am almost happy with the set again.

    (and it only cost me 700m inf to do it)


  8. Well my latest Fire Tank has yet to start running TFs simply because He was built as an experiment in Soloing/Damage.

    If I ever get around to building his 2nd spec for tanking on teams (and TFs) it will probably look like this..

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Galaxy SS Tank: Level 50 Science Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-%Dam(45), Oblit-Acc/Dmg/EndRdx/Rchg(50)
    Level 1: Jab -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/Rchg(3), P'ngS'Fest-Dmg/EndRdx(3)
    Level 2: Fire Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(36), TtmC'tng-ResDam/Rchg(37)
    Level 4: Healing Flames -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(5), Mrcl-Heal/Rchg(11), Mrcl-Rcvry+(40)
    Level 6: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(15), Mako-Dam%(15), Mako-Acc/Dmg/EndRdx/Rchg(46)
    Level 8: Consume -- P'Shift-End%(A), P'Shift-EndMod(9), P'Shift-EndMod/Acc/Rchg(9), P'Shift-Acc/Rchg(11), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc(36)
    Level 10: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(50)
    Level 12: Plasma Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(13), TtmC'tng-ResDam/Rchg(13)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Health -- RgnTis-Regen+(A), Numna-Heal/Rchg(17), Numna-Heal/EndRdx(17), Numna-Heal(46)
    Level 18: Burn -- Oblit-Acc/Dmg/Rchg(A), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-Dmg(19), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(31), Oblit-%Dam(34)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-Acc/Rchg(27), P'Shift-EndMod/Acc(42), P'Shift-EndMod/Acc/Rchg(43)
    Level 22: Knockout Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(23), T'Death-Dmg/Rchg(23), T'Death-Acc/Dmg/EndRdx(25), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(50)
    Level 24: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rng(27), Mocking-Taunt/Rchg/Rng(37), Mocking-Rchg(43)
    Level 26: Boxing -- KntkC'bat-Knock%(A)
    Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(37), GSFC-Build%(40), GSFC-ToHit/EndRdx(46)
    Level 30: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(31), S'fstPrt-ResKB(31), ResDam-I(48)
    Level 32: Weave -- LkGmblr-Def/Rchg(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
    Level 35: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(45), Zephyr-ResKB(48)
    Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(43)
    Level 41: Maneuvers -- HO:Enzym(A), HO:Enzym(42), HO:Enzym(45)
    Level 44: Conserve Power -- RechRdx-I(A)
    Level 47: Rise of the Phoenix -- Dmg-I(A)
    Level 49: Fiery Embrace -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet

    No Purples and the most expensive IO is the single LotG Recharge. Should be able to be built for between 300-500 million Inf (if I am patient at WW)

    While this build will never do any real damage it should be able to manage to grab and hold Agro nicely and survive while doing it.
  9. [ QUOTE ]
    Or instead of 500MM inf spent, you can grab a bubbler and get more or less the identical end result - an easily beaten TF (easier, actually, given your setup relies on pure damage to go through the healing nictus and has one agro and no buffs/debuffs to protect blasters ... ugh, I'd not be inclined to ITF like that). Or you can get a sonic. Or you can get a cold. Or you can take two. Throw a rad or a dark in while you're at it. You'll be safer and kill faster to boot.

    [/ QUOTE ]

    Or you could play on a low population server: Champion; at off hours: Early in the day and very late at night, and not have the option of being able to find a "Bubbler" or a "sonic" or a "cold" when you are available to run the Task Force.

    In which case, having an optimal tanker build is the only way you will every see it completed.

    Some of us have other things to do (ie. Work) during Prime Time and don't have the luxury of having infinite Defenders of the exact type we are looking for just waiting around to run TFs.

    On my server, at the hours I usually play, if an SO'd Fire tank stepped up to "tank" the ITF, 7 to 10 odds he'd be laughed out of the group. Not so much because he has to suck but because with the group mix we usually end up with there is simply no way he'll survive it.
  10. And when I have solo'd AVs on my Regen scrapper I have seen just the opposite. They can either kill me in the first two minutes of the fight or they'll never pull it off.

    All that shows is that different builds and powers = different results. (no surprise)

    As to my Fire/SD scrapper, on the occasions where large spawns have face-planted him, I was testing his higher end survivability by simulating at least some of the missing powers/IOs/accolades with inspirations to see if the build would be able to survive what I had planned for it.

    IE. Farming swarms of minions/Lts.

    To that end I made certain that his Positional defenses were at or above 45% (purple inspirations) and that his Resistances were up to at least 30% (orange inspirations).

    (BTW, he does have Tough).

    Many times he was able to pull it off with no difficulty but there were enough occasions where he either died from damage streaks (or would have if I hadn't spammed greens) that it made me decide to shelve the character for the time being.

    And using a Tanker SD build as a comparison is at least as off base as my comparing it to a lower level scrapper of the specific type in question.

    Again, I think that adding a few minions would help than harm, ten however is IMO just asking for trouble.
  11. As others have said, the playstyle is the biggest difference.

    Regen forces you to keep track of both your enemy's health as well as your own and to know how to time both attacks and heals so as to have the right one available at the right moment.

    Willpower is simply, turn the set on and run with it, you will either live or die.

    Willpower does have the ability for allow for softcapped defenses (45% to all positionals) as well as decent Resistances (52% S/L) and Regeneration (60 hp/sec with one emeny in melee).

    Essentially giving you most of the benefit of the Super Reflexes secondary (with the notable loss of the 20% global recharge bonus) combined with Massive HP and Endurance recovery.

    Regeneration cannot come close to those Defense numbers however for many situations it doesn't need to.

    Ultimately I look at it this way, against one enemy or small groups of enemies Regen works beautifully, however, against huge mobs (13-17 with more swarming is as fast as the minions drop) of opponents, a maximized WP build will probably do better than a maximized Regen build.
  12. [ QUOTE ]


    Now, this is just my gut feeling, but if you ask me if I'd have an easier time taking on one AV for 5 minutes or one AV + 10 minions for 3 minutes, especially considering there's OwtS for 2 of these 3 minutes... I'd pick the second scenario.

    [/ QUOTE ]

    Except as you pointed out, most Arch Villains don't rely on their base regeneration alone as their sole defense. Most have Self-Heals, Defensive buffs or T9 Powers that come into play at some point during the fight.

    And while 180dps may take say 12 minutes to solo an AV using all those tricks, odds are that if the AV couldn't kill you in the first 5 minutes of the fight then he probably doesn't have an attack chain that will be able to do it at all (barring some really insane RNG rolls).

    Using those same guidelines for AV Defensive powers, the scrapper with 240 DPS will probably take closer to 5-8 minutes to kill that same AV which means anywhere from 3-5 minutes without OwtS running.

    If you have 11 enemies in range for that length of time the odds that they will manage to sync up attack rolls and all hit at close to the same time are considerably higher than if you are just dealing with one enemy and his sequence of attacks. This also doesn't factor the likelyhood that the swarm on minions may have secondary effects attached to their attacks such as -tohit, -end, -recharge, etc which could also negatively effect a long fight.

    Again, I have seen this happen often enough on my Fire/Shield character to have to think that surrounding yourself with enemies might not be the best plan for a character's overall survival.

    On the other hand, adding 2-3 extra enemies to the mix might add enough damage to be useful while limiting the number of incoming attacks to something Shields is more likely to be able to keep up with over a sustained battle.
  13. [ QUOTE ]




    I understand his point, I just have a first-hand experience in a number of counterpoints, so making a sweeping generalization is foolish and I've called him on it. I've seen plenty of players do fine with little to no IO'ing (either they're still leveling or just don't need IO's on a build) and there is a 'skill' factor that is completely separate from your build. Furthermore, you tend to build for a specific activity, so a great+dam/rech fire/ss/pyre farmer build is going to get reamed in the ITF without support.

    On the flipside, I don't need an IO build on my shield tanker to tank 53-54 boss farms. I don't need an IO build on my dark or fire tankers to tank the ITF. All I need is right type of support. I had a friend who loved to farm the storm palace on his fire/fire/pyre back when RCS still existed, and he had an insane IO build for the time, but he never went without an emp.



    [/ QUOTE ]

    And I am going to call you on this.

    The worst tank in the game can tank the ITF if he has the right support so long as he knows how to walk from spawn to spawn and use taunt.

    Hell with enough Defender buffs and heals my Regen scrapper could probably tank it.

    The real test of how well the Player/AT/Build performs is not when you are with an optimal group but how well it performs in a group that isn't loaded to the gills with Defense buffs and healers.

    Take it from someone who has three Fire tanks. While you can build a Fire tank to be decent (with a lot of IOs) out of the box with just SOs they are very weak as damage soakers.

    Despite having had a Level 50 Fire tank for nearly 5 years, skill or no skill, if I tried to take a "generic" Fire Tank with only SOs into the ITF with one healer and a bunch of Blasters then I don't honestly think there is a chance in Hell of our succeeding.

    If I take a Fire tank into that same group optimized with IOs for Defense, HPs, Recharge and Regen, then our chances increase exponentially.

    Skill and the player will only take you so far. And while a character built with just SOs may not be the "worst player in the game" the odds are far better that the tank with the 500+ million build will not only be better equipped to handle what is thrown at him but will probably know a fair amount about how to play that character as well.
  14. [ QUOTE ]
    I have both a Claws Scrapper and DB Brute at 50, the Claws being more recent. I like the animations of DB better, but I agree with a poster above who said its like a 9.8 vs a 9.7. I think they probably perform similarly in terms of numbers, so try em both and see which animations you like better.

    I do think DB's customizable options are a little better than Claws, if that makes any difference for you. Here is the Wiki page so you can see what the different options are.

    [/ QUOTE ]

    Well looking at the numbers in Mids and Redtomax it appears that Claws has higher base damage per attack and/or faster recharge/activation on some powers.

    For Example: Spin vs Typhoon's Edge

    Spin has higher base damage, faster recharge time and a lower End cost per activation. (However spin's animation is roughly 0.23 seconds longer than TE.)

    and Slash vs. Alblating Strike

    While they have the same base damage, Slash has faster recharge time and a lower End cost per activation. (while the Slash animation takes 0.2 seconds longer)

    Clash also has the ability to attack enemies that are further away using Focus and Shockwave. Shockwave is also a 30' long cone that can hit up to 10 targets as opposed to the melee ranged cones in DB.

    I assume that at least some of these disparities are made up for in the combos in DB?

    Also, is it possible to stack the effect from the Weaken combo? If so, the 15% -toHit that would place on up to 10 enemies in melee range would be huge for a WP build below the softcap.
  15. [ QUOTE ]
    [ QUOTE ]
    Well, your survival may factor into it since more mobs attacking you means more chances for the random number generator to get snarky and let you get hit with a streak of shots in past the defenses.

    [/ QUOTE ]

    You've got to consider the damage boost is also a survivability boost. You're taking down the AV much faster, so you don't have to survive as long.

    [/ QUOTE ]

    True, the longer the fight runs the more likely you are to take damage and die, however, the odds of being hit past your defenses several times in a row with multiple enemies in melee range is far greater than if there is just one enemy(the A/V).

    And since any fight with an arch villain will still take several minutes even with the boost from AAO your chances of being taken out by a streak of hits from the mob of enemies surrounding you is fairly high.

    I actually have a Fire/Shields scrapper that's lvl 32 and even with his defenses at the cap (using small purples to supplement the toggles) he has been taken down on maps when I have charged into groups of 8-12 mobs on my own.

    Most times you don't get hit at all but occasionally you just die 4 seconds after engaging them. It all depends on luck and the RNG.
  16. [ QUOTE ]
    [ QUOTE ]
    Keep in mind that for A/V soloing there may not be enough minions/lts around throughout the fight to keep AAO fully charged up.


    [/ QUOTE ]

    Unlike a DM/Shield you don't need to use any AoE, so nothing is stopping you from saturating AaO, except for maps with multiple floors.

    [/ QUOTE ]

    Well, your survival may factor into it since more mobs attacking you means more chances for the random number generator to get snarky and let you get hit with a streak of shots in past the defenses.

    Shield and WP are kind of the polar opposites in secondaries. One excels in adding damage when you are surrounded while the other excels in keeping you alive in the same circumstances.
  17. Oh, and just for reference, here is the Fire/WP scrapper I put together based on the build Iggy_Kamikaze posted a while back..

    Basically softcapped defenses (the open slot in Battle agility is for the PvP +Def IO) with the resistances and regeneration of Will Power.

    Not a huge amount of Recharge though ( 45%) and no global accuracy bonus.

    Also, once you factor in the PVP +def IO it's a 1 billion+ build.


    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    FM/WP - cap: Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Willpower
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership

    Hero Profile:
    Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: High Pain Tolerance -- Aegis-ResDam/EndRdx/Rchg(A), Aegis-ResDam(11), Aegis-ResDam/EndRdx(11), Heal-I(40), Heal-I(46), Heal-I(46)
    Level 2: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(13)
    Level 4: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/EndRdx/Rchg(9), Empty(13)
    Level 6: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(43), Numna-Heal/EndRdx(43)
    Level 8: Build Up -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(15), GSFC-ToHit/Rchg(15), GSFC-ToHit(17), GSFC-ToHit/EndRdx(17), GSFC-Build%(36)
    Level 10: Indomitable Will -- LkGmblr-Rchg+(A)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Health -- Numna-Heal(A), Numna-Heal/EndRdx(36), Numna-Heal/Rchg(37)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(23), Numna-Heal/Rchg(25)
    Level 18: Fire Sword Circle -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(19), Erad-Acc/Dmg/Rchg(19), C'ngBlow-Acc/Dmg(21), C'ngBlow-Dmg/EndRdx(21), C'ngBlow-Dmg/Rchg(23)
    Level 20: Quick Recovery -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(37), P'Shift-EndMod/Rchg(37)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc(40)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(34)
    Level 26: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(45)
    Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(34)
    Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(34)
    Level 32: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(45)
    Level 35: Weave -- HO:Enzym(A), HO:Enzym(36), LkGmblr-Rchg+(46)
    Level 38: Strength of Will -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(39), Aegis-ResDam/EndRdx(39), Aegis-ResDam/Rchg(39)
    Level 41: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(42), Zephyr-Travel/EndRdx(42), Zephyr-ResKB(42), LkGmblr-Def(43)
    Level 44: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(45)
    Level 47: Confront -- Mocking-Taunt/Rchg/Rng(A), Mocking-Taunt/Rchg(48), Mocking-Rchg(48), Mocking-Taunt(48), Mocking-Acc/Rchg(50), Mocking-Taunt/Rng(50)
    Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  18. AAO Has a base 12.5% that it adds when there is just one mob in range so with just one enemy you actually receive 19.38%.

    Each mob after the first adds another 6.88% for a max of 81.3 with 10 mobs in melee range.

    So against groups, Shield can add some scary damage just not so much against one guy.
  19. [ QUOTE ]
    [ QUOTE ]
    Also, Let's say I tried for /WP instead of /SD. Does anyone know off hand how much of a damage bonus AAO gives scrappers? And is it possible to cap Melee defense for /WP?

    [/ QUOTE ]

    BillZ calculated 190 dps for Fire/ running Incinerate -> GFS -> Cremate. Fully saturated AAO knocks my DPS up to 260ish. Mind you I do have a few set +damage bonuses as well so not all of that increase is due to AAO but the large majority is. For /WP you want to aim at the typed defenses instead of positional and it will be hard if not impossible to softcap them all without gimping your build a lot.

    [/ QUOTE ]

    Keep in mind that for A/V soloing there may not be enough minions/lts around throughout the fight to keep AAO fully charged up.

    Also, with WP it's not really necessary to hit the softcap as the set has resistance and regeneration built into it to compensate for taking more hits than SR.

    That being said, just like AAO, Willpower's RTTC also thrives on having extra enemies in melee range and will not be at it's peak when confronting just one mob.
  20. I've been considering building a "generalist" scrapper and am looking at both Claws and Dual Blades.

    Probably to pair up with either WP or SR.

    Any opinions?
  21. As the character gets a bit higher in level, I would consider slotting Siphon Life with the Theft of Essence: Chance for +End.

    Since you can end up using that attack at least once every five seconds, on average, that would equal a net gain of 24 points of endurance recovered per minute or 0.4 end recovery per second.

    That plus Stamina and Dark Consumption should smooth out a lot of your Endurance issues.
  22. [ QUOTE ]
    Perhaps there is some activity flagging going on. People sitting around doing less get less tickets perhaps?

    [/ QUOTE ]

    Nope.

    Last night my wife went AFK to go deal with dinner while on a map 2 minutes into the mission. I essentially soloed it on my Fire tank.

    The mission complete message on my screen said that I received 681 bonus tickets (I didn't hit the cap for the mission). Her screen said she received only 173 bonus tickets because the rest were dropped due to her having hit the cap.

    That means I earned 681 tickets while killing everything on the map and she earned 1327 while her character just stood there 100 feet from the door.

    Her characters always gets more tickets than mine in AE...

    Always.
  23. Well, Captain Galaxy just hit 50th today.

    He's an End eating, AoE dealing, Scrapper-like monster of a character.

    Thanks to everyone for all the advice.
  24. [ QUOTE ]
    This is now rather dramatically changed on test.

    Defeating someone who recently defeated you now no longer is blocked from receiving a reward by the rep timer. I haven't tested (and probably won't) but it sounds like you actually get rep for it now, too.

    [/ QUOTE ]

    That would make sense.
  25. If you want more quick, easy Inf. then just turn in your AE tickets for Rare salvage.

    Check the market before picking which ones to get but many pieces sell in WW for 800k-1mil inf.

    Although IF you have the time and patence you will get a better average return on taking the random common salvage (again check the market daily to know which ones are hot) and posting the hotter common pieces you get up for 40k-100k each.

    They won't sell as fast (maybe a few hours to a week) but the overall ticket to infuence ratio should be higher.