Syntax42

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  1. If you are trying to stack defense, Maneuvers is a good choice after Combat Jumping and Weave. Assault will be a minimal increase in damage due to damage bonuses adding to each other, including enhancements. Tactics is good for the to-hit bonus, but is rarely needed. You should definitely have Weave on a Shield Scrapper. It is almost mandatory for hitting the soft cap.
  2. Quote:
    Originally Posted by Fritzdog View Post
    Oh I see what you mean. I'm at work atm so I can't confirm this but I'm fairly certain that is you have the Radial, you will be confined to the 2 Radial T3 options. However to go from T3 to T4 you can use any 2 T3s. Hope that helps.
    Not quite. To make a Tier 4, you have to have two Tier 3's from the same tree. You can, however, have as many of the other trees' Alpha boosts as you want. You can switch between them when your entire team is out of combat for a decent amount of time. Don't expect most teams to wait while you switch, though.
  3. Quote:
    Originally Posted by Desmodos View Post
    This is tad misleading. While I would agree it is better to have both S/L Defense and E/Ne defense, it's important to remember there is considerable over lap with typed defense. Very few attacks will be exclusively energy attacks. The majority of attacks will a second component. The most likely 'other' component will be smashing or lethal.

    Given the choice between {35% S/L defense with 25% E/Ne def} vs {32% S/L defense with 35% E/Ne defense}; I'd chose the first option. (that's specific to Dark Armor scrappers.)
    The majority of damage in Incarnate content so far is ranged energy damage from Praetorian Clockwork. There is no S/L component. It is probably safe to assume the OP wants top performance in current level 50 content as well as foreseeable future content. As I mentioned earlier, screenshots of I20 so far show more Praetorian Clockwork to fight. On top of that, being able to soft cap to two categories of defense with a small inspiration is better than going 5% past the soft cap on one and leaving the other more than 5% short of the soft cap.
  4. Read about the Alpha Slot on Paragon Wiki to see the math behind it. Basically, as you go higher up the tree, you gain more bonus that bypasses the effects of enhancement diminishing returns. As long as the power reaches or comes close to the ED cap--like in the case of Hasten in your build--it will gain more benefit from higher tiers of the Alpha boost.

    You can try out different Alpha boosts, but the Spiritual will likely be the best for your build.


    The long forum export takes up an excessive amount of space on the page. The data link and data chunk are all that most people use to look at builds because that is what Mids' uses. The power and enhancement list is annoying to scroll past. Some people like to look at the forums from work, but if you can't see the numbers from Mids', the best you can do is tell someone how to slot individual powers.
  5. Alignment merits are probably the most reliable way to make INF, and are great for people with limited (1-2hrs/day) play time. Save up 30 and buy a Gladiator's 3% defense, then sell it for 2-3 billion, or sell other expensive IOs like Luck of the Gambler global recharge.
  6. You went past 32.5% on S/L and left E/N in a bad spot. There is a lot of energy damage at level 50, especially in current incarnate content. Screenshots of I20 suggest it will likely be a major threat there, too.

    When you use a small purple inspiration, all the defense you had past 32.5% will be wasted in most content. That means your slotting should be adjusted to raise E/N instead. The biggest problem I see is you underslotted ALL of your toggles. Those are the best source of defense, not set bonuses. If you can tolerate fighting with it on, run Hover. It stacks with Combat Jumping and your other defensive toggles.

    Gaussian's is a bad set to use when going for typed defenses. It isn't very efficient at 2.5% defense (1.25% to S/L and 1.25% to E/N) for 6 slots. Boxing should have its slots removed. You are over the 32.5% mark on S/L and can use those slots to improve your toggles.

    Obliteration is not a very good set when going for typed defense, and it lacks endurance reduction.

    Be aware that the purple sets will likely cost you over 2 billion INF per set. I haven't checked prices lately.

    PvP sets can be expensive. Check prices on Panacea before you decide to slot it.


    Here is the best I could come up with:
    Code:
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  7. Slotting your toggles + CJ + Weave + Steadfast 3% defense + a Gaussian's set should put you at the soft cap. That is the most efficient way to do it on a Shield Tanker. That saves you a lot more slots for recharge or whatever other bonuses you like. You could easily reach perma-Hasten without purple sets because of how easy it is to soft cap Shield Defense.

    It may be a good idea to slot Tough and Deflection better for resistance. Every bit helps you survive longer.

    The 6th Crushing Impact doesn't give you a useful bonus.

    Regenerative Tissue is a 120s duration proc and should not be in One With the Shield.

    Slotting 2 Membranes in Active Defense (and 1 more reacharge if needed) can help you reach the defense debuff resistance cap.

    You should not need to chase after recovery bonuses. With Stamina slotted well, the two +recovery uniques, and Physical Perfection, you won't need any extra recovery.
  8. Syntax42

    Ice/stone

    Start by soft-capping S/L and E/N defenses. After that, HPs and regen are what you should build for. You shouldn't need more than the Miracle and Numina uniques for recovery.
  9. Quote:
    Originally Posted by Celestial_Lord View Post
    Hrm. So, Electric Armor = bad for tanking Lord Recluse. Good to know, thanks. Boy was I surprised, lol. Rest of my teammates were as well. I thought with the 27 points of knockback protection, that I'd be fine.
    Electric Armor is the second best choice (Stone 1st) for tanking Lord Recluse due to endurance debuff resistance, S/L resistance, and energy resistance. You probably need more defense so you don't get hit as often. It would also help if you were playing a Tanker instead so you could cap S/L and E resistances.
  10. I wouldn't soft cap either on Willpower. That would leave your build with too little recharge to run a high DPS attack chain. I haven't done the math on KM and I'm not experienced at Willpower builds on Scrappers, but I have enough experience at making Tanker Willpower builds and other Scrapper builds.

    First, figure out your attack chain and maybe an alternate one that doesn't require as much recharge. Aim for either 20% defense (2 smalls or 1 medium inspiration from the soft cap) to all, or 32.5% defense (1 small inspiration to soft cap) to all. Willpower's toggles + CJ + Weave will put you over 20% to all but S/L defense. Your choice to go to 32.5% depends on if you can get enough recharge to run a good DPS attack chain. If you do try for 32.5% defense, add in at least one more toggle, like Maneuvers.

    You generally need 3 attacks for an attack chain. You sound like you want to take them all, but don't do it. That will leave you with too few of power choices. Body Blow, Smashing Blow, and Concentrated Strike are your highest base DPS attacks. Don't take Quick Strike. Take the AoE if you want it. The ranged attack has a lower base DPS than Quick Strike, but can hold some sets you may want.

    For an epic pool, that is up to you. I usualy take Phsycial Perfection, but you won't need it on a WP build. You might like Shadow Meld to soft cap defense temporarily.
  11. What the OP is asking for is mathematically impossible in the current state of the game. Even my capped S/L/E resistance Stone Tanker can't just stand there while Lord Recluse has 75% to-hit. I have to use purple inspirations to keep his hits from draining my endurance and health. I don't think it is possible to add 25% defense from set bonuses alone, and to two categories of defense.

    Maybe when we get level shifted enough and get more incarnate abilities, it might be possible. I think just being level shifted to 60 and fighting Lord Recluse as a level 54 would make it possible for almost anyone to tank him.
  12. This type of build template is not useful when you get into IO set builds. With careful slotting, you can ED-cap 2 bonuses using 4 slots instead of the 6 it would take with SOs or generic IOs. With the exception of select powers, you can't really say a power needs X number of slots to be effective. A lot of your slotting depends on the sets and bonuses you are going for.

    Don't be fooled by big numbers on the market. It isn't that hard to get into IO sets once you start selling inventions. Going Rogue's alignment merits made it even easier to get the high-priced inventions for selling or saving INF. You don't even need to be 50 to make a lot of INF. Luck of the Gambler global recharges are expensive at level 25. There are others worth selling, but I will leave that for you to explore.
  13. The easiest way to make any character feel tough is to add defense. Weave and Combat jumping are the most efficient toggles to start with. After that, a 3% defense Steadfast Protection is fairly cheap. Where you go after that depends on your goals.

    I have not seen any high defense Regeneration builds that didn't use MoG and Shadow Meld. You give up too much recharge bonus, effectively gimping your DPS, if you try to use IOs for all of your defense. Most Regeneration builds go for very high recharge from set bonuses and rely on cycling between Moment of Glory and Shadow Meld for defense. The Spiritual Alpha makes Regeneration and those types of builds even better.
  14. Syntax42

    Elec/DM Viable?

    Quote:
    Originally Posted by Lalow View Post
    For Syntax42 why didnt you grab Powersink or Dark Consumption. I understand why not both because that would be just redundant but why not one?
    Between the Cardiac Alpha and Energize, I didn't think I would need Power Sink or Dark Consumption. I never made the character to play the build. I made the build, then decided to make a Stone Tanker instead.
  15. Syntax42

    Elec/DM Viable?

    I forgot to mention... My build uses Stealth from the Concealment pool. To see the correct defense values when in combat, turn on power suppression. In Mids' go to Options, Configuration, Effects and Maths, and click the Hit By Foe check box on the right. Without it, Stealth gives double the defense as if you were out of combat.

    At 32.5% defense, you are one small purple inspiration away from the soft cap. Usually, you won't need to be soft capped for every fight. A lot of times, your team will be able to buff your defeneses and you won't need inspirations.
  16. Once you get your tier 3 Alpha for the level shift, don't worry about grinding for shards. Just play the game and do the weekly strike targets. Don't get stressed out over the grind. I'm getting enough shards as I play normally.

    I did have to cut my Incarnate-focused characters down to three main ones, but that isn't such a bad thing. I chose to play the ones I find the most fun, and most effective on teams. The rest of my characters may have been fun, but they didn't feel like they could contribute as much as I wanted to a team.
  17. Syntax42

    Elec/DM Viable?

    I posted a ElA/DM build in a Electric Armor thread. It has 32.5% defense to all positions and gets very close to the S/L resist cap with the tier 4 Cardiac Alpha. Search these forums for my posts to find it. I don't feel like digging it up.

    I think ElA/DM is the second best tank for end-game content. Energy damage is about as common as S/L, and resistances are hard to get. Defense is easy to get through sets and team buffs. Besides having the best categories of resistance, Electric Armor has a significant amount of resistance to all other categories except toxic. It can cap toxic resistance with Energy Surge up, so it can basically be fully protected (defense and resistance) against every damage type if you go with positional defenses.
  18. The defense soft cap is 45%. I don't feel like explaining it, so look for Arcanaville's guide to defense or read about it on Paragon Wiki. Basically, you are wasting slots and INF by going far past 45%. For the rare situations where enemies have higher to-hit, you have Elude or you can use inspirations. If you think you need a buffer to absorb debuffs, you need to realize that SR has 95% defense debuff resistance just by slotting your powers. That means you can basically ignore debuffs.

    Auto powers probably don't need more than 2 defense IOs.

    The PvP IOs you have (3% defense and 3% resistance) will cost you about 6 billion. What is your budget for this build?

    Slot Tough for resistance and endurance. It should not be neglected because it will reduce most damage that gets through your defenses.

    Weave and Combat Jumping are over-slotted.

    Hasten would be good to use.

    Aid Self is useful because SR lacks healing.

    Is Fly a must-have for you? It is the slowest travel power and you don't get as useful of powers in the pool as the Leaping and Speed pools. Jetpacks are only 10k INF in Firebase Zulu and last 2 hours of use. Also, do you have the 60-month veteran badge that allows you to take a travel power without taking another power in the pool?

    If your next build attempt doesn't come out as good I will try to post one to get you started on the right track.
  19. It is not a good idea to soft cap to both S/L and Melee because most melee attacks have some S/L component to them. The game only looks at your highest defense category and ignores the rest. By only going for S/L and melee, you neglect defense for the next biggest threat: ranged energy damage. In current Incarnate content, that is all the Clockwork tend to do. From the few screenshots that have been released on I20, it looks like energy damage will continue to be a major threat.

    I would suggest going for 32.5% S/L and E/N. That leaves you with plenty of room for recharge bonuses, while putting you at one small purple inspiration away from the soft cap. In many situations, you will find that defense to be more than adequate. You may also have teammates who buff your defense to the soft cap.
  20. Syntax42

    Will/SS Scranker

    Even though you want a Scranker, it isn't hard to reach pure Tanker levels of survivability. Willpower's toggles and Weave can put you at 32.5% F/C/E/N. Reaching 32.5% S/L is what I did with the build I posted. The rest of the bonuses went towards HP, mostly. You may be able to squeeze more recharge in that build at the expense of HP.

    Don't skip Taunt just because you don't want aggro. You can still tank and taunt sets offer good bonuses. Adding an extra attack to the build won't mean more DPS if you are already running a high DPS chain.
  21. Do NOT "focus" on end/recovery. It will cost you a lot of slots to gain a small difference. Instead, get the Miracle and Numina's unique IOs and possibly Performance Shifter procs. Slot your toggles and attacks for endurance reduction properly and you shouldn't have issues.

    Slotting for defense is currently the most effective way to improve a character. If you can reach 32.5% S/L and E/N, you will be nearly unkillable in most current end-game content when you use a small defense inspiration.

    Post a build and we can see about improving it from there.
  22. Syntax42

    alpha for DM/SR?

    Try them all. They don't cost anything that you can't farm for until you get past the 2nd tier. It isn't like a build where you are locked into one choice until you get a respec.

    Musculature will likely disappoint you. With Soul Drain saturated, Musculature will barely give you a 13% increase in damage at tier 4. Spiritual is the most popular choice. It will increase your healing from Siphon Life as well as make it cheaper to reach perma-Hasten.

    Without seeing a build, there is little more advice anyone can give you.
  23. Quote:
    Originally Posted by Largo View Post
    How about when you're fighting a group of Nemesis, and a few dead lieuts. have created stacked Vengance on the remaining mobs?
    I haven't fought those in a long time, so I forgot about them. Most people hate fighting them and avoid them by not doing the mission arcs containing them, or skipping the radio/tip missions with them. There aren't any task forces that force you to fight Nemesis at level 50, so my perspective was on the end-game and Incarnate content so far and coming soon.


    Quote:
    Originally Posted by Psylenz View Post
    Fake Nemesis, Sky Raiders and their infernal FFGs, Crey bosses with the FF bubble, Paragon Protectors,
    From what I remember, those are all small defense buffs. To-hit buffs and everyone else's defense buffs can take care of those.


    Quote:
    Originally Posted by DanZero View Post
    Um... because at level 42 I don't feel like rerolling?

    Seriously, anyone going to give some suggestions?

    Anyone got an old build they want to share?
    It would seem you chose /Rad for the theme without considering the secondary effect, which is fine. I wasn't expecting you to reroll. A lot of people create their builds before creating a character.

    My original question was how cheap do you want it? What I consider cheap may not be the same as you. Also, you may not be aware of or taking advantage of the easiest ways to make large amounts of influence, and you may be able to afford a better build without knowing it. If you have a character who can solo tip missions fairly quickly, you can make easy influence by selling LOTGs or other IOs.
  24. 1. Its up to you. Most builds I see skip it and use Thunder Strike instead, mostly because Elec/SD can be tight on power selection.

    2. Again, up to you. The interrupt can make it hard to use, but it can save you some inspirations if you get good at using it.
  25. Quote:
    Originally Posted by Psylenz View Post
    Rad blast is pointless? When you really really want to debuff defense, that debuff is usually resisted. Then, you want as much debuff, defense or resistance, as you can get. Putting procs in neutrino bolt and irradiate is pretty tempting, too.
    Other than the rare AV that has Moment of Glory (Mako?), what has enough defense to be worth debuffing? Between various to-hit buffs, Tactics, and Radiation primary's defense debuff, your team should be at 95% chance to hit almost everything in the game. For critters like Mako, your DPS teammates can save their build-up powers and use their own defense debuffs like Laser Beam Eyes and Katana or Broadsword attacks.

    Debuffing resistance is far more useful, because EVERY AV will die faster if you can do it well. Why make a build for the one AV that using slightly different tactics or a temp power or accolade power can take care of?