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Posts
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Quote:Claws/* is more end efficient than any other set so it works wonders with */DA.My first 50 was a Dual Blades/Dark Armor scrapper, which turned out to be a terrible failure of a character in terms of power... huge endurance issues to deal with and lackluster damage from his primary.
I'm considering starting another Dark Armor scrapper, because I enjoyed the powerset, but it's hideously inefficient endurance-wise. Other than Dark Melee, are there any scrapper primaries which are efficient enough to offset the incredible drain on my blue bar that is the four thousand toggles of Dark Armor? -
Quote:Try this with Force Field Defenders and then you'll see why it's a bad idea. With just Maneuvers and SOs, an FF/* Defender is capable of putting out 44.5% +def to all positions and all damage types but psi (which just leaves 21.1% +def against non-positional psi attacks) for .44 end/sec. With SOs and Weave, an */SR Scrapper is capable of giving him/herself 36.3% +def to all positions and only 5.9% +def to all damage types for .57 end/sec.It's been mentioned in several threads to allow the defender to self buff. It has also been shot down as a bad idea because it would make the defender too powerful by themselves. But is it really that much of a difference? The only true test I can think of to prove it either way is to take 2 Defenders with the same primary set with buffs and have Defender B cast the Buffs on Defender A, then report Defender A's performance.
"But the Defender's lower hit point balances it out!" you say. How wrong you are...
44.5% +def reduces incoming damage by 89% on average. This means that 11% of the damage is coming through. In order to be killed, it would require 9249 damage in a single instant to kill the Defender.
36.3% +def reduces incoming damage by 72.6% on average. This means that 27.4% of the damage is coming through. In order to be killed, it would require 4885.4 damage in a single instant to kill the Scrapper.
So the Defender would get 190% of the survivability of the Scrapper at 77% of the endurance cost and the Defender would be able to give this exact same level of defense to everyone else in the group whereas the Scrapper can only provide for him/herself. -
Gloom gets a discount because the DoT takes so long to come into fruition (3.6 seconds). Scream doesn't get one because the DoT is over in 1.05 seconds (re: before the attack is actually completely finished animating). This is the same reason why Gambler's Cut (which is actually a DoT) doesn't recieve it. The discount is based on the duration of the DoT to compensate for not getting the damage immediately (and allowing squishy enemies that would have died if the damage was instant to get another attack or two in).
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I'm actually holding back on posting an Elec/SD simply because I'm not sure we'll actually get the same version that everyone else is getting. As soon as I get some solid info on what to expect with the new set, I'll start throwing down on Mids, but, unlike some, I actually prefer to wait to see what I'm going to have before I start planning around it.
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Yes, DoTs cost less end according to the damage formula than straight damage does simply because of the additional time penalty to "accessing" the damage of the power. I'm not exactly sure how it is factored in, but I'm pretty sure that any damage after a certain point is functionally "free" (re: ignored by the damage formula). I vaguely recall it being 3 seconds but don't hold me to that. I know Arcanaville (and lo, by saying her name we summon her from on high) would be able to tell your specifically.
Of course I could be completely wrong (at which point Arcanaville would call me out appropriately) and Incinerate could operate similar to Shadow Maul and do what it does without any specific formulaic reason and rather operate under a more vague heuristic point of balance. -
Set mule. Stupefy is incredible. 2.5% +recov , 6.25% +rech, and 3.13% +def(ranged). The other option I generally go with is Absolute Amazement 5 piece but that'll cost you the defense for an extra 1.5% +recov and 3.75% +rech. Since there's already plenty of recharge in the build and the blue bar is sustainable even with everything on, I prefer to shore up the defenses.
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Quote:I'm strange insofar as rich players are concerned. I don't farm often (and when I do it's on the Cimeroran wall when nothing else is going on), and I don't play the market, which are the two normal methods for achieving huge quantities of money (I've though about playing the market a bit, but, as easy as it is, I've never enjoyed it). Mostly I just don't spend much. I don't really buy recipes or enhancements and the only time I buy salvage is when I need it to make IOs (though I only buy common and uncommon salvage when it's low priced and don't buy rare salvage at all because I've got loads of it). I simply make money because I don't spend much.cool, think im gona use basic IO's till 50,
and im gona do as much influence day job farming (for use of a better word) as i can, to help with the budget.
btw how come you have so much money, is it from having loads of high level chars to farm off of if needs be?? -
You can switch those out without any loss of survivability. Switch CJ for Hover, SJ for Flight, and Hurdle for Swift. They all keep the same slotting (well, Swift gets a flight speed) so there's no loss in survivability (if you run Hover while in combat).
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Quote:Mids already has this ability. Window>Set Bonus Finder. It lets you pick the specific set bonus and the various degrees of that bonus.Is there a graph that breaks down the IO sets by bonuses?
Something that will list every set that gives +melee def then ranged, then AoE, then by individual type etc.
A lot of work but would be a great reference for those who are searching for a specific set bonus. -
Quote:Exactly true. You could easily swap SJ for SS as long as you kept both Hasten and CJ. The other nice thing about the leaping pool is that you can just as easily switch it out for flight by replacing Hover for CJ and Flight for SJ.a couple things tho, i'm not a fan of super jump, but im guessing swapping super jump and superspeed round wouldn't effect much right? concidering they take the same ench's and stuff
Personally, I prefer SJ more than any other transport power simply because it's cheap, fast, and gives me more than enough vertical movement for anything I need. I build the transport powers to be reasonably modular though so it's not like it's difficult to switch them out.
Quote:also im guessing this isn't going to be the cheapest thing to build so how would you suggest i go about gaing the infulence. should i use day jobs and such from as early on as much as possible. and what about leveling to level 50 because im guessing without these enchs it'll be pretty tough, should i just slot a couple of basic iO's to help me through??
Frankenslotting is a term that is used to describe using multiple sets in a single power and simply trying to get as much enhancement value as possible from as few slots as possible without regard for the set bonuses. Oftentimes it's done by using the same IO type (such as def/end) from multiple sets to get ~95% in 2 values with only 4 slots. -
Quote:Procs check once per 10 seconds per activation per proc. This means that, in a toggle which is on at all times, it will check against every target in range of that aura (and this can be either the primary or secondary effect of the toggle, depending upon which effect the toggle is "riding" on)So, I was poking around Mids' the other night, thinking of ways to make my DB/DA scrapper not terrible, when I noticed that you could slot four different "Chance to deal (damagetype) damage" IOs in Death Shroud, and I was wondering how that would work. Every time it "ticks" and deals damage to enemies near me, does it roll once per enemy per IO? Or just once per IO to see if it hits the whole group?
Also, is this a viable, useful strategy to use? If I invested in the four "chance for damage" IOs and put them in a PBAoE damage aura, would it deal the insane amount of damage that I think it would?
once every 10 seconds. If you have 4 damage procs in it, once every 10 seconds, whenever the aura ticks, it will attempt to hit every enemy affected by the aura with every proc in the power. In general, you don't get much benefit of procs out of toggles simply because it's not checking that often. -
Quote:DM/* does quite well because it packs a heal and some very nice ST damage along with an end recovery tool (which helps out */SR enormously). FM/* does quite nicely with similar ST damage at a lower cost and substantially better AoE damage but hurts because it's lacking any mitigation or utility. Claws/* is a nice one because it has low end costs (to make endurance management easier) along with a nice little bag of tricks and respectable AoE damage to make it a beast in many people's hands. DB/* can put out amazing damage and has awesome utility, but it's going to put a hurting on your blue bar and be incredibly tight. It's capable of an incredible attack string though.1) what would be a good primary to go with SR that would give a nice chunk of damage, preferably with nice PBAoE's but thats not important.
I wouldn't go so far as to recommend MA/* (high end costs and low synergy, the combo is is popular for concept though), Kat/* (DA is one of the biggest advantages of it and */SR doesn't have much use for it; it'll still be a beast though with proper slotting), BS/* (pretty much the same reasons as Kat/*), or Spines/* (very poor ST damage, not easy on the blue bar).
Quote:2) a little help with the build and slotting so it can be as evasive and offencive as possible
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(5), Mako-Dam%(7)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9)
Level 2: Shadow Maul -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(11), Armgdn-Acc/Rchg(11), Armgdn-Dmg/EndRdx(19), Armgdn-Dam%(19)
Level 4: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21)
Level 6: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(25)
Level 8: Siphon Life -- Mako-Acc/Dmg(A), Nictus-Heal(9), Mako-Dmg/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dmg/EndRdx(15), Nictus-Heal/HP/Regen/Rchg(15)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(17)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 18: Dark Consumption -- 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 20: Quickness -- Run-I(A)
Level 22: Hurdle -- Jump-I(A)
Level 24: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(25), RgnTis-Regen+(27), Numna-Heal/EndRdx(27), Numna-Heal(29), Mrcl-Rcvry+(34)
Level 26: Soul Drain -- 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 28: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc(31), P'Shift-EndMod(37)
Level 30: Dodge -- GftotA-Def(A), GftotA-Def/EndRdx(39), GftotA-Def/EndRdx/Rchg(39), GftotA-Def/Rchg(45)
Level 32: Midnight Grasp -- Hectmb-Dmg/Rchg(A), EndRdx-I(39), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Acc/Rchg(40), Hectmb-Dmg/EndRdx(42), Hectmb-Dam%(42)
Level 35: Evasion -- GftotA-Def(A), GftotA-Def/EndRdx(40), GftotA-Def/Rchg(42), GftotA-Def/EndRdx/Rchg(43)
Level 38: Lucky -- S'dpty-Def(A), S'dpty-Def/EndRdx(43), S'dpty-Def/Rchg(43)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 44: Boxing -- Empty(A)
Level 47: Tough -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(48), ImpArm-ResDam/EndRdx/Rchg(48), ImpArm-ResDam(48), ImpArm-EndRdx/Rchg(50)
Level 49: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(50), GftotA-EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Quote:3) lots of tips and help with slotting, possibly in the form of tutorials and stuff =)
Quote:4) where could i find the meaning to all the liguo like soft capping which i embarracingly don't know...
Softcapping: achieving 45% defense. Oftentimes applies to either all typed defenses (smash, lethal, fire, cold, negative, energy, psychic) or all positional defenses (ranged, melee, AoE), but can simply apply to a single one of those values in some contexts. The 45% number is derived from the specific point in which defense no longer contributes to damage avoidance beyond the ability to withstand defense debuffs. Without going into the entire mechanics, suffice it to say that 45% defense is the most you can get and the difference between 40% defense and 45% defense is a twofold increase in survivability.
Attack string (sometimes attack chain): the repeated order of attacks used when in combat, read from left to right and simply repeated. Oftentimes the names of the powers are shortened for length's sake. Virtually all of them have specific recharge requirements for all of the powers within them which are oftentimes used as guidelines for developing an effective build.
If you've got any others questions or terms you'd like defined, feel free to ask further in this thread (or send a pm on the forums or tell to me in game). -
Quote:It depends on what you're giving up. If it's a choice between 29% +def with excellent damage and 40% +def with excellent damage and they both cost the same, you'd be stupid to go without the 40% +def version. Normally, it's a question of cost since you'll generally have the same degree of damage, so the more important question is how much you want to spend (and why are you stopping at 40%? 45% would be much better because it's functionally double the survivability of 40%).Currently building my AR/NRG blaster to be a pure ranged killing machine. At the moment my ranged def for him is roughly 29% but i know i can squeeze another 10% or more into him, my question is . . . . . is 29% OK for pve and worth investing into other sets or will going for 40% ranged def be the better option?
[picked the elec mastery since i want to have capped resis against EBs while also having low risk of being hit in first place]
29% +def will do you fine for most content. If you really want to be a beast though, you'd best aim high. -
So, it's a leveling build, right? You haven't really done much to get set bonuses, which are where builds get really dangerous, and have focused primarily on frankenslotting, albeit very effective frankenslotting.
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Assuming that's an actual request for help and not just an avatar appropriate piece of randomness (cuz that's a fire/regen build, not a BS/regen), here's a build for ya. It's got the recharge to run the Incinerate>Cremate>GFS attack string seamlessly (yours is a mite slow on GFS), the endurance to run it seamlessly even with FA on (3.13 end/sec burn from attack string, 1.26 from all toggles, 4.71 end/sec passive gain, .32 end/sec net gain), 28.2% +def(melee) and 23.2% +def(ranged, AoE), and 17 sec faster recharging (4% better uptime) MoG (though it's about a sec slower on Recon).
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Fitness
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(43), T'Death-Dmg/Rchg(43), T'Death-Acc/Dmg/EndRdx(45), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(46)
Level 1: Fast Healing -- Heal-I(A)
Level 2: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(15), EndMod-I(17)
Level 6: Reconstruction -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Rchg(15)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(9), Zephyr-Travel(9), Zephyr-Travel/EndRdx(11), Zephyr-ResKB(11)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal(25), Dct'dW-Rchg(31)
Level 12: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(37), AdjTgt-EndRdx/Rchg(50)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34), Zephyr-ResKB(36)
Level 16: Integration -- Numna-Regen/Rcvry+(A), Numna-Heal(31), Mrcl-Rcvry+(34), Mrcl-Heal(45)
Level 18: Fire Sword Circle -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(19), Armgdn-Acc/Rchg(19), Armgdn-Dmg/EndRdx(21), Armgdn-Dam%(21)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 22: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(37), Amaze-Acc/Stun/Rchg(37), Amaze-Acc/Rchg(42), Amaze-EndRdx/Stun(43)
Level 24: Tough -- HO:Ribo(A), Empty(36)
Level 26: Incinerate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(29), T'Death-Dam%(31)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(40), Dct'dW-Rchg(42)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def(42)
Level 32: Greater Fire Sword -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Acc/Rchg(33), Hectmb-Dmg/EndRdx(33), Hectmb-Dam%(34), RechRdx-I(46)
Level 35: Hurdle -- Jump-I(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Health -- RgnTis-Regen+(A)
Level 44: Stamina -- P'Shift-End%(A), P'Shift-EndMod(45)
Level 47: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
Here's a solo/AV build. It should do everything you want admirably. It's modeled after my highly successful Kat/Regen and DM/Regen (and other */regen) builds so it should follow suit. The build doesn't have Slice simply because there isn't really space for it. The build will exemp fine for all level ranges except for the lowest (15, iirc) which is the only time you'd really need Slice anyway.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Fitness
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(7)
Level 1: Fast Healing -- Heal-I(A)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(11), EndMod-I(13)
Level 6: Build Up -- RechRdx-I(A), RechRdx-I(13)
Level 8: Parry -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(15), C'ngImp-Dmg/Rchg(17), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/EndRdx/Rchg(19), LkGmblr-Rchg+(19)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(23), Dct'dW-Rchg(23)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(36), Zephyr-Travel(40), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(50)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(25)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Regen/Rcvry+(27)
Level 18: Whirling Sword -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(33)
Level 22: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(33), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(34), Stpfy-KB%(34)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal(39), Dct'dW-Rchg(40)
Level 30: Hurdle -- Jump-I(A)
Level 32: Head Splitter -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(42), Armgdn-Dam%(42), Achilles-ResDeb%(43)
Level 35: Health -- Mrcl-Rcvry+(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(43), RechRdx-I(45), RechRdx-I(45)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(43), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 44: Stamina -- P'Shift-End%(A), P'Shift-EndMod(48), EndMod-I(48)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 49: Resilience -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
The furthest I would go would be adding some mechanic so that there is a chance in each of the various spawn categories (re: how outnumbered the Rikti are) that either a generic hero (from the same group that spawn in mayhem mishes) or a member of the Freedom Phalanx/Vindicators (much less often than the generic heroes) will spawn to assist everyone else for the rest of the raid. The only hard part that I can imagine would be making it so that the a hero could not spawn if there is already a copy of him somewhere within the zone (whether trainer or fighting version).
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In general, most people will trade infamy for influence 1:1 and influence for infamy 1.2:1. Most of this is due to you having to offer a good enough deal. Infamy is, in general, more valuable per individual increment than influence. This varies pretty heavily based on who you talk to though and what sides they tend to play more (and how much comparative profit they want to make off of you).
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I'm gonna /sign this simply because I've wanted a better version of the team searching system since they put it in in I2 (I think?). I'd really love to be able to specify my own level groups within the search UI without having to use the /search command.
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ValBlademaster used this build (designed by me) to solo 4 AVs at once. I think that attests to the potency of it. High recharge, high damage, high defense. Gotta love it.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Gambler's Cut -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(7)
Level 1: Fast Healing -- Mrcl-Rcvry+(A)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(13)
Level 6: Build Up -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15)
Level 8: Divine Avalanche -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(15), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(19), LkGmblr-Rchg+(19)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(43)
Level 12: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(23), Dct'dW-Rchg(23)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
Level 16: Integration -- Numna-Heal/EndRdx(A), Numna-Heal(27), Numna-Regen/Rcvry+(27)
Level 18: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(29), Amaze-Acc/Stun/Rchg(29), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(31)
Level 20: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(31), Aegis-ResDam/EndRdx/Rchg(33), Aegis-ResDam(33), Aegis-Psi/Status(33)
Level 22: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(34), RedFtn-Def/Rchg(34), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(36), RedFtn-EndRdx(36)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
Level 26: Soaring Dragon -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(39)
Level 28: Instant Healing -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(40), Dct'dW-Rchg(42)
Level 30: Hurdle -- Jump-I(A)
Level 32: Golden Dragonfly -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(43), Armgdn-Dam%(43)
Level 35: Health -- RgnTis-Regen+(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(45), RechRdx-I(45), RechRdx-I(45)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46), GSFC-ToHit/EndRdx(48), GSFC-Build%(48)
Level 44: Stamina -- P'Shift-End%(A), P'Shift-EndMod(50)
Level 47: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48), Zephyr-ResKB(50)
Level 49: Resilience -- S'fstPrt-ResDam/Def+(A), Empty(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
-
No purple sets available to scrappers will assist in softcapping. Coercive Persuasion gives 5% +def(ranged) with the 6 pieces. Soulbound Allegiance and Apocalypse give 5% +def(psi) with 6 pieces, but 5% +def(psi) is about as useful to softcapping as 45% +def(electrolytic).
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(Ominous, ghostly, disembodied voice): If you build it, they will destroy AVs...
Wha?
(Ominous, ghostly, disembodied voice): If you build it, they will destroy AVs...
Okay! Okay! I'll build him one! You know, it'd be easier if he wasn't asking for Energy Torrent, though. I'd be able to fit in Resilience and slot up Stamina if he did that. Disembodied voice, do you think you could try to convince him of that?
(Ominous, ghostly, disembodied voice): If you build it, they will destroy AVs...
Is that all you can say?
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5)
Level 1: Fast Healing -- Heal-I(A)
Level 2: Reconstruction -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(9), Dct'dW-Rchg(9)
Level 4: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(11)
Level 6: Focus Chi -- RechRdx-I(A), RechRdx-I(13)
Level 8: Crane Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(17)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19), Dct'dW-Heal(21), Dct'dW-Rchg(21)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23), Zephyr-Travel(23), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27), Zephyr-ResKB(27)
Level 16: Integration -- Numna-Regen/Rcvry+(A), Numna-Heal(29), Mrcl-Rcvry+(29), Mrcl-Heal(31)
Level 18: Crippling Axe Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(34), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam/Rchg(34), S'fstPrt-ResDam/Def+(36)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
Level 26: Dragon's Tail -- 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 28: Instant Healing -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Rchg(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(42)
Level 32: Hurdle -- Jump-I(A)
Level 35: Health -- RgnTis-Regen+(A)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(43), RechRdx-I(43), RechRdx-I(43)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-Build%(42), GSFC-ToHit/Rchg(45), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(46)
Level 44: Laser Beam Eyes -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(46), Apoc-Dam%(46), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(48)
Level 47: Energy Torrent -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(50), Ragnrk-Acc/Rchg(50), Ragnrk-Dmg/EndRdx(50)
Level 49: Stamina -- P'Shift-End%(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
Quote:1. Your best bet to get more damage is to simply pack in more recharge since you're currently too light on it to seamlessly run the MG>Smite>Siphon>Smite attack chain, which also answers your second question to some degree. You'd be running the MG>Smite>Siphon>Wait(.132 secs)>Smite>Wait(.396 secs) attack chain. I've redone your build a bit using similar powersets (still no purples and I added no uniques) to get the needed recharge.I just started playing my DM/SR scrapper after over 2 years of sitting at lvl 7. I got it to lvl 40 over double xp weekend and decided to give a stab at a soft cap build. I know im gonna get some smack about not fighting pool but oh well. i do have some questions though:
1. How can I get more dmg out with not getting purples or PVP sets and not loose soft ap and without lowering my already low recharge? (anything under perma hasten is low to me)
2. Would putting the +end proc in siphon life be needed on this build or keep the heals? Can I do the dps chain?
3. How long would I be able to keep the attack chain going if I can?
I want to be able to do these things without touching the fighting pool or picking up some set mule power. Anyway, check it out and let me have it.
2. Keeping the heals would probably be in your best interest since you didn't bring aid self to the party. That's a majority of DM/SR's power right there: softcap with self heal.
3 (yours). Turning off Assault and Tactics and factoring in Conserve Power (slightly less than 50% uptime), you've got .88 end/sec passive burn and 3.87 end/sec passive gain. That's 2.99 end/sec net gain before attacks. The MG>Smite>Siphon>Wait(.132 secs)>Smite>Wait(.396 secs) attack string, factoring in average Conserve Power contribution, would cost 2.58 end/sec, so you'd be fine on your blue bar from there.
3 (mine). Turning off Assault and Tactics and factoring in Conserve Power (50% uptime), you've got .88 end/sec passive burn and 3.7 end/sec passive gain. That's 2.82 end/sec net gain before attacks. The MG>Smite>Siphon>Smite attack string, factoring in average performance with CP active, would cost 2.73 end/sec. That's a .09 end/sec net gain. When you factor in Dark Consumption (.43 end/sec at a minimum), you've got the endurance to burn on Tactics and Assault, but just barely.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Saffire Orchid (protector): Level 50 Mutation Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def(3), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(5)
Level 2: Shadow Maul -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(11), Sciroc-Acc/Dmg(13), Sciroc-Dmg/Rchg(34), Sciroc-Acc/Rchg(34), Sciroc-Dam%(39)
Level 4: Agile -- GftotA-Def(A), DefBuff-I(5), GftotA-Run+(9)
Level 6: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7), LkGmblr-Def/EndRdx/Rchg(9)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), DefBuff-I(11)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Swift -- Run-I(A)
Level 14: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(33), Numna-Heal/Rchg(33), Numna-Heal(33)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17), Numna-Heal/EndRdx(17), Mrcl-Rcvry+(19), Mrcl-Heal(19)
Level 18: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(43)
Level 20: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(46)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(25)
Level 24: Quickness -- Run-I(A)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(46)
Level 28: Dodge -- GftotA-Run+(A), GftotA-Def(40), DefBuff-I(40)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Midnight Grasp -- C'ngImp-Dmg/EndRdx/Rchg(A), RechRdx-I(39), C'ngImp-Acc/Dmg(40), C'ngImp-Dmg/EndRdx(42), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/Rchg(43)
Level 35: Evasion -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
Level 38: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(42), DefBuff-I(42)
Level 41: Maneuvers -- GftotA-Def/EndRdx/Rchg(A), GftotA-Run+(45), GftotA-Def(45), GftotA-Def/EndRdx(46)
Level 44: Tactics -- GSFC-Build%(A), GSFC-Rchg/EndRdx(45), GSFC-ToHit/EndRdx(48), GSFC-ToHit(48), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(50)
Level 47: Conserve Power -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 49: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit