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On a troller I always skip the single target Immob because I have the AoE immob that recharges pretty fast. As for the Fly Trap, personally I hate the pets from troller sets. Only ones I take are the Fire imps.
Invisibility is two fold: 1) It's a good "oh ****" button. 2) I wanted a mule for the last LotG needed.
This built was made with RSF a lot in mind, though. -
The reason you can't add more slots to Entangle is because the level 49 power can only take 3 slots at most (since you only get one level up after you get it). And the level 47 power can take up to 6 slots, IF you only put 1 extra slot in the level 49 one. Basically it's simply how it is in the game.
EDIT: Oh, here is my own Plant/Psi dominator buid. It has perma hasten and perma Domination.
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Faceplant Sparky: Level 50 Magic Dominator
Primary Power Set: Plant Control
Secondary Power Set: Psionic Assault
Power Pool: Fitness
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
Level 1: Psionic Dart -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9)
Level 2: Roots -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/EndRdx(11), Enf'dOp-Immob/Rng(11), Enf'dOp-Acc/Immob/Rchg(13)
Level 4: Telekinetic Thrust -- Acc-I(A)
Level 6: Swift -- Run-I(A)
Level 8: Spore Burst -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(15), FtnHyp-Acc/Rchg(15), FtnHyp-Sleep/EndRdx(17), Acc-I(17)
Level 10: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(21)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 14: Super Speed -- Run-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25)
Level 18: Spirit Tree -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(40), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(43), Dct'dW-Heal(48)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(25)
Level 22: Drain Psyche -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-Rchg(29), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(31), Acc-I(36)
Level 24: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(33), Lock-Acc/Rchg(33), Lock-Acc/EndRdx/Rchg/Hold(33)
Level 26: Carrion Creepers -- Posi-Dam%(A), Posi-Acc/Dmg(27), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Acc/Dmg/EndRdx(34)
Level 28: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(36), CoPers-Acc/Conf/Rchg(37), CoPers-Acc/Rchg(37), CoPers-Conf/EndRdx(37)
Level 30: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(48), RechRdx-I(48)
Level 32: Stealth -- LkGmblr-Rchg+(A)
Level 35: Psionic Lance -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(36), Mantic-Acc/ActRdx/Rng(39), Mantic-Dmg/ActRdx/Rchg(39), Mantic-Dmg/EndRdx/Rchg(39)
Level 38: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(40)
Level 41: Dark Embrace -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(42), ImpSkn-EndRdx/Rchg(42), ImpSkn-ResDam/EndRdx/Rchg(42), ImpSkn-Status(43)
Level 44: Soul Drain -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(45), AdjTgt-ToHit/EndRdx/Rchg(45), AdjTgt-EndRdx/Rchg(45), AdjTgt-Rchg(46)
Level 47: Invisibility -- LkGmblr-Rchg+(A)
Level 49: Dark Consumption -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Rchg(50), P'Shift-Acc/Rchg(50), P'Shift-EndMod/Acc/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 0: Ninja Run
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I've been toying with the build for a Spines/Invul scrapper. It came out pretty good...except for one thing. I don't like the End Consumption/Recovery ratio..especially that Spines' powers are on the heavy side of End usage. So, can anyone help me fix that problem without sacrificing my defence values? I really want them where they are.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/Rchg(7)
Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-%Dam(7), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(23)
Level 4: Temp Invulnerability -- RctvArm-EndRdx(A), RctvArm-ResDam(11), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/EndRdx/Rchg(13)
Level 6: Dull Pain -- Mrcl-Heal(A), Mrcl-Heal/Rchg(34), Mrcl-Heal/EndRdx/Rchg(34), Mrcl-EndRdx/Rchg(37)
Level 8: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(15)
Level 10: Swift -- Run-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
Level 14: Super Jump -- Jump-I(A)
Level 16: Unyielding -- RctvArm-EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(19)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(33), Mrcl-Rcvry+(40)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-End%(34)
Level 22: Build Up -- RechRdx-I(A)
Level 24: Quills -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(27), EndRdx-I(33)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-%Dam(40), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45)
Level 28: Invincibility -- HO:Cyto(A), HO:Cyto(29), HO:Cyto(29)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Knock%(31)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dam%(36), Posi-Acc/Dmg/EndRdx(37), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), GftotA-Def(36), GftotA-Def/Rchg(36)
Level 38: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-EndRdx(39), RctvArm-ResDam(39), RctvArm-ResDam/EndRdx(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 -- HO:Nucle(A)
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: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), DefBuff-I(50)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Knock%(46)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
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Quote:Not precisely the same situation, but my mid-30s mind/psi dominator has run with just Drain Psyche since level 20 (skipping the entire fitness pool). Although I do miss Hurdle, passing on Stamina has really only been noticeable when fighting Archvillains with significant defense (like Mako), or crowds of CoT spectrals (who will crush your tohit and make Drain Psyche exceedingly unreliable).
While the regeneration boost from Drain Psyche does substantially differ depending on the number of targets hit, the recovery boost does not. Hitting a single target with Drain Psyche on a blaster, without any slotting for +recovery in it, will provide +75% recovery; that is as much as three-slotted stamina plus the Numina and Miracle uniques would provide. A single +recovery SO, still assuming only one enemy is hit by Drain Psyche, will make it provide 100% recovery; this is about as much as slotted Stamina stacked with slotted Quick Recovery. Unless you are doing nothing but chaining AoE attacks without any endurance reduction in them, you will have to try extremely hard to floor your endurance while DP is active under the worst of circumstances, and typically end up with a nearly full bar after it fades.
With just three recharge SOs in Drain Psyche, you can cut its downtime to ~30 seconds, and if Hasten is active, ~15 seconds downtime - no fancy IOs required. Barring the presence of significant endurance drain from your opponents, you can normally get by just fine on base recovery for 15-30 seconds, and a blue inspiration can smooth over the rough patches.
Drain Psyche can be used for other tricks besides mere endurance sustainability; saturated Drain Psyche can let you recover immediately after using a crashing nuke, and slotted for +regen, it can get as strong as Instant Healing. Either way, it will cripple AV/GM regen, making hard targets much softer. However, assuming you invest the slots to make Drain Psyche work for you, skipping stamina is not unreasonable or an undue burden.
This.
My Arch/MM was running without Stamina while farming, without downtime due to Endurance shortage. I had Drain Psyche downtime to 7 seconds. And in extreme cases (or cases like dave_p mentioned), like Kumquat said, pop a blue. Inspirations are there to help you plug the holes in your toon's build (IMO). I usually slot my Drain Psyche with a Doctored Wounds set and a regular Accuracy IO in the sixth slot if I need the recharge bonus. Else I frankenslot to get ED capped recharge, and as much +recov, and +regen while still retaining at least 140%-150% accuracy rating on the power. And of course, the obvious help tip would be to have some Recovery bonuses from your sets as well to help.
Once again, I still say to each his own. We all have our different styles of playing. -
Quote:And even with Perma Drain Psyche there's no guarantee there will be enough mobs around to fuel it all the time.
That is very true. But, if there are no mobs around, you don't need the recovery, no?
Even with just one mob to hit, this is still a base End Recovery bonus of 75%, which is three times what Stamina provides.
But, in the end, to each his own, and YMMV. -
Unless you plan on ending up with Perma Drain Psyche or very close to it (I'd say 10- 15 seconds or less) I wouldn't skip Stamina.
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Here is my build. 3 Kinetic Combat sets instead of 4. Higher accuracy, and recharge, but lower damage bonus. I'm kinda jealous of your achieved damage bonus to be honset..maybe i"ll have to reword my build a bit, lol.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Agent Sparky: Level 50 Magic Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Energy Manipulation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Pistols -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(25)
Level 1: Power Thrust -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 2: Dual Wield -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(25), Dev'n-Dmg/Rchg(27), Dev'n-Acc/Dmg/Rchg(27), Dev'n-Acc/Dmg/EndRdx/Rchg(29)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(31)
Level 6: Hurdle -- Jump-I(A)
Level 8: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(36), FrcFbk-Rechg%(46)
Level 10: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg(13)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A), Zephyr-ResKB(15)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 18: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(19), AdjTgt-Rchg(19), AdjTgt-ToHit/Rchg(21)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(23)
Level 22: Swap Ammo
Level 24: Executioner's Shot -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(37), Dev'n-Dmg/Rchg(37), Dev'n-Acc/Dmg/Rchg(37), Dev'n-Acc/Dmg/EndRdx/Rchg(40)
Level 26: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(42)
Level 28: Stimulant -- RechRdx-I(A)
Level 30: Aid Self -- Dct'dW-Rchg(A), Dct'dW-Heal(42), Dct'dW-Heal/EndRdx(43), Dct'dW-Heal/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(43)
Level 32: Hail of Bullets -- 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: Power Boost -- RechRdx-I(A)
Level 38: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 41: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(46)
Level 44: Flash Freeze -- LgcRps-Acc/Rchg(A), LgcRps-EndRdx/Sleep(45), LgcRps-Acc/EndRdx(45), LgcRps-Sleep/Rng(45)
Level 47: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48), Ksmt-ToHit+(50)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 2: Ninja Run
Level 22: Chemical Ammunition
Level 22: Cryo Ammunition
Level 22: Incendiary Ammunition
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Personally, I think DP is very well off with moderate amounts of recharge (Like 50-60) mainly due to the animations. I find the defence much more worth it since Hail of Bullets forces you into melee range. And with Mental Manipulation being your secondary, you have two more melee range powers that you probably WILL take, and 2 "optional" ones in Mind Probe and Telekenitic Thrust (which, IMO, is a great panic button when a boss closes in on you). That's the main reason I opted for caped S/L. Since it will keep me safe from a lot of attacks, from all positions. I tried to work in as much damage bonuses as possible, but it's kinda hard with the choices of powers available. And with 50% Recharge, HoB will be coming up often enough. The proc in Bullet Rain helps, too. And while HoB is down, Empty Clips and Psychic Scream from the distance will do decent damage, too. But, YMMV.
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Trying to softcap all positionals is going to be REALLY hard...probably impossible as far as I can tell. The build I came up with for my DP/MM has softcap Smashing and Lethal defence, 56.3% Recharage (not counting Hasten obviously), 45% Global Accuracy bonus, and 9% damage bonus.
I figure since we have powers like Hail of Bullets, Drain Psyche, and Psychic Shockwave we will be in melee range a fair bit of time, and IMHO S/L defence trumps Melee defence any time of the day. And I think many others can testify that having soft capped S/L on a blaster can keep you alive very well against many types of mobs. Of course, as you know, you'd still have problem of cascading defences if you get hit with a high defence debuff attack. So keeping a couple purples handy for those cases is probably a good idea.
And honestly, I'm toying with the idea of dropping the Fitness pool in favor of other stuff, but not sure about that yet. Since the downtime of Drain Psyche is anywhere between 7 and 17 seconds, depending on when does Hasten go out during the recharge.Anyhoo:
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Sparky Jenkins: Level 50 Magic Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Mental Manipulation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Pistols -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9)
Level 1: Subdual -- TotHntr-Acc/Rchg(A)
Level 2: Dual Wield -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(15)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(17), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(27), Achilles-ResDeb%(42)
Level 6: Hurdle -- Jump-I(A)
Level 8: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(37), FrcFbk-Rechg%(42)
Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(43), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(43)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(46)
Level 14: Super Speed -- Run-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 18: Concentration -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(19), RechRdx-I(19), RechRdx-I(42)
Level 20: Stamina -- EndMod-I(A), P'Shift-End%(21), P'Shift-EndMod(45)
Level 22: Drain Psyche -- P'Shift-Acc/Rchg(A), Efficacy-Acc/Rchg(23), P'Shift-EndMod/Acc/Rchg(23), Dct'dW-Heal/Rchg(25), P'Shift-EndMod(25), Heal-I(27)
Level 24: Swap Ammo
Level 26: Executioner's Shot -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(31), Dev'n-Dmg/Rchg(36), Dev'n-Acc/Dmg/Rchg(37), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
Level 28: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Knock%(31)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Hail of Bullets -- 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: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), Krma-ResKB(37)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Flash Freeze -- LgcRps-Acc/Rchg(A)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), Krma-ResKB(46)
Level 47: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 49: Telekinetic Thrust -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Knock%(5)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 2: Ninja Run
Level 24: Chemical Ammunition
Level 24: Cryo Ammunition
Level 24: Incendiary Ammunition
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Thanks for all the responses guys. Much appreciated.
The reason I went with BS is like you guy said. Solid ST damage, and more importantly, Parry. Which would help a lot in early levels, and even on later levels where a ton of the ranged attacks have a lethal component in them. Combined with a resistance based secondary that should make for nice survivability. And the fact that Fire Armor has both a heal and an End recovery power makes it even better. And yeah, for the KB protection thing I have a couple Steadfasts stored in my base, level 10s. So those can be used in my shields very early to help with that. -
So, been playing with the idea of a complete solo toon - from 1 to 50 solo. And I chose a Broadsword/Fire Armor scrapper. Is a good idea? Bad? Any suggestions on the build? Just to provide a hint on my playing --, I've never played either power sets before.
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Yeah, Adeon, that was my first stop.
I heard something about a "fix" on invulnerability and some people claim changes to Shield Defence, so I thought I might as well check. -
Been looking for the patch notes for today's patch...I couldn't see anything. I looked in the test server section and didn't see anything either. Now I'm most probably being blind and not seeing something right infront of my face, but I can't find it. Anyone knows what's changed or got a link to the notes? thanks a lot.
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If I slot with the "Force Feedback: Chance for +Recharge" IO, will it affect me? because as I understood there are a few powers that go as a "pseudo pet" like Carrion Creepers, in which case putting the IO in them wouldn't affect my own toon.
Thanks. -
Quote:I'll help you with those. It's me, SoulSpark (you'd probably recognize my Kerry Astrid Fire/Cold corruptor more than my global, lol). I usually use my second account to post on the boards, but it's inactive currently.Got someone to transfer 450 for me.
Looking to transfer the remaining 300M now.
Hit me up in-game whenever you want to, I'll gladly do that trade, I need infamy really bad. Actually, if you ever need any Infamy to Influence trades in the future please hit me up first, I'll most probably be needing it as well. I should be home and online on CoX in an hour..I'm at work ATM. -
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Quote:Oh yeah I definitely visit there occasionally. I go there on my DB/SR brute, and even on my Ice Blaster.. They both do rather well there. It's a great place for hunting drops. But was wondering if there are maps for that...Not to mention since the wall is an open area there are usually other players doing the same thing. And if there are more than two doing it, it gets really cramped and KSs abound.On the last question, check out the Cimerora wall. I farm that on my Ar/Kin corruptor. I don't know how archery plays, but at a glance in mids it looks doable.
Quote:Originally Posted by DispariWhile the infamy isn't pointless, and great inf + great drops is better than okay inf + great drops, I wouldn't turn down fighting Freaks just because their bonus exp is gone now. As long as you kill fast and are getting good drops, you're doing good. When I run through things, the inf I get from kills is a drop in the bucket to the overall money I make from drops.
That said, the idea I had in mind will simply not work on the build I have in mind. Because try as I might I can't get capped S/L defence AND AoE/Ranged defence at the same time, not to mention you'll want rather decent recharge bonuses for the time/drops/inf to be actually worth it. It's an Archery/Kin corruptor BTW. Fulcrum Shift -> Rain of Arrows is pretty much murder aside from maybe +3 bosses. With Explosive Arrow and Blazing Arrow to pick up the stragglers. And unless I can survive in the middle of the full mob long enough for me to pull out Fulcrum Shift, AND Rain of Arrows (which as we all no have a 4 second start up time..3 of those you're being rooted in place), I'm just gonna be lolpwnt.
Although..I just had an idea and would feel utterly stupid if it was true.
Does the Kin "buff" powers cause aggro? I know there are some debuffs that don't cause aggro at all (like the Fire Control smoke thingy). Would Fulcrum Shift be one of those? Because if it is, I can simply "Super Stealth" myself in the middle of the mob, and pull out FS -> RoA. Leaving me with about only 2-3 seconds to survive the onslaught till they all die. Which can be somewhat easily remedied, I think.
If all fails, I can simply resume work on my SS/Elec brute and make him my farmer. -
Quote:I want to agree and disagree with you at the same time. The Infamy is kind of important since it funds the rest of the toons :PIf we're talking about level 50 farming, the exp/infamy income isn't that important. It's more about the speed and ease of kills so that you can get drops.
Quote:Originally Posted by CatwhoorgVeron von grun has several amps with almost exclusively DE 'Rocks'
As long as you can zap the enimators, they go fairly fast. -
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Quote:I'm not going to answer your question because I don't honestly know. I just wanted to mention something that you might not have been aware of.
You don't want to farm Family.A few issues ago, it wa decided that they were too easy, and all Family critters in the 45-54 range had their rewards reduced.
Likewise, Freaks very recently had their bonus XP removed, and a small XP penalty put on some (all?) ranks, because they tend to be FAR easier than intended, resulting in them being over-farmed.
I've heard that one of the Praetorian groups had extra attacks added to make them more difficult, though I'm not sure which it was.
Oh, I didn't know about the family XP reward decrease....Blah. I did know about the Freaks though, it was only a few patches ago..I16 I believe.
At any rate my idea was this:
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It's a simple question that's to do more with game mechanics than the actual farming, but anyways. I have this weird redside Farmer idea in mind, but in order for it to work I'll need specific mobs to work with. I dunno if it's been done before, but I've never heard of a Corruptor farmer myself. Anyways...my questions are this:
1 - The nemesis. Does their flamethrower attack has any other component aside from AoE/Fire?
2- Freaks. Do their Electricity attacks have any other component aside from Ranged/Energy?
I'm pretty sure the answer to the above two questions is no, but it never hurts to ask.
3- Are there any maps suitable for farming that contain mobs aside from the above? I'm talking mainly about mobs like Family, Praetorian warriors (like the ones in BM farm)..or anything that uses attacks with S/L components all the time?
Thanks in advance. -
I tried doing one for the Cysts in the ITF. For some reason doesn't work. Not sure were I screwed it up.
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Quote:Yeah, I know those. Thanks though :POn somewhat of a tangent, there are methods you can use to slip by these enemies:
- move so fast they don't have time to see you
- phase
- pop purples
But it's kinda hard to move fast when you'll looking for a specific enemy (Security chiefs in STF) lol. But the purples do the job well enough.