Werner

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  1. Quote:
    Originally Posted by Kioshi View Post
    Not saying that Brutes SHOULD always tank, but tanking benefits brutes, it's like instant fury because of the incoming attacks.
    I can tank on Scrappers, so I can tank on Brutes with their higher hit points and caps. And yeah, the fury mechanic gives ME a direct benefit for tanking, not just the team. Even on my total sidekicked lowbie last night, I was charging into the alpha of every group chasing my fury.
  2. Quote:
    Originally Posted by Windenergy21 View Post
    Also on to PP, I don't understand why people freak out about the p-shifter proc, in such a situation as kioshi used. On average it grants .1 end/sec.
    20% chance of 10 endurance every 10 seconds = 0.2 * 10 / 10 EPS = 0.2 EPS, with an indication that sometimes it's more. I see mine give me 11 endurance sometimes, but it doesn't seem consistent. Maybe someone knows the pattern. I've heard argued that it's better than regular recovery, because it isn't debuffable. I'd also argue that it's worse than regular recovery, because you can't count on it, and you can get unlucky.
  3. I agree that Fire could use a buff. But it DOES have one big thing over Shield Defense.

    You're ON FIRE. How cool is that?
  4. Quote:
    Originally Posted by Deus_Otiosus View Post
    I'm assuming you're designing a character to solo AVs with, and since you can pick and choose your enemies, along with your knowledge of game mechanics & character building - I'm sure you'll end up with what you expect from the character.
    Heh. I'm not designing it for anything except leveling up team tanking, really. I17 came out, and suddenly my friends wanted to play red side, and insisted I come join, and said they needed some aggro control. So Invulnerability or Shield Defense, really. Decided to go with Invulnerability because I just finished leveling a Shielder, and Dark Melee has what Invulnerability needs, so there you go. It was totally thrown together last night. I'm like level 5. Not planning to do anything with it unless I end up loving it.
  5. Quote:
    Originally Posted by Nihilii View Post
    Lead by example. How many Kat/DA did we actually see before Werner posted about his ? It works.
    Oh, they were out there. I believe there was an unspoken rule that once you figured out just how awesome Sword/Dark was, you were one of a special club, and you didn't TALK about it. A rule I violated, of course, being the braggart that I am. Also I wasn't the first of the "new generation" of Sword/Dark, if you can call it that. Several other people had theirs all soft-capped and running before I put mine together, even if my planned build had been floating around for a while, I think.

    And I'd been after the concept for a long time, probably a couple years. I'd put together soft-capped Katana/Dark build in Mids' many issues ago, and brought it up on the forum for discussion. It was somewhat more compromised than what I ended up with since there have been so many juicy sets added since then, but it was doable. It was something I wanted. I just didn't get around to it until more recently, and by then, soft-capping Katana/Dark was getting pretty practical, not just something an extremist would play.

    Quote:
    Originally Posted by Frosticus View Post
    If you aren't afraid to use the occassional inspiration than shields levels as well as anything
    I have to agree - if you aren't afraid of inspiration use, and know how to grab a bunch of defense from pools, and know where to strategically spends small sums of influence on bonuses, it can be a VERY solid leveler. Some other secondaries may level more easily, or with less trouble, but I really don't think Shield Defense is weak while leveling the way some people seem to. I wouldn't really recommend it as a leveling build to people without some experience though - you have to manage your endurance, build properly, plan for specific levels of defense, know when to use what inspirations, and so on. It's not rocket science, but it also isn't obvious for a new player.

    So there's one way in which a number of sets are better than shields - they are more friendly to inexperienced people. Willpower, for instance. Set it, forget it, don't worry about endurance, and it just keeps you alive. And some Willpower builds can be somewhat more survivable than Shields in most situations. There's just that pesky concept of "enough survivability" getting in the way, because once you have enough survivability, it's generally better to focus on offense, and Willpower does not...

    Quote:
    Originally Posted by Frosticus View Post
    Shields can eclipse ever other set in what actually matters in the game and the only way to progress a character - Defeats.
    Or you could play a Blaster. This line of reasoning breaks down at some point. But I DO agree with you here. Shield Defense has enough survivability, and more damage output. You take other secondaries for flavor, not because they're better at the main job of a Scrapper - defeating enemies.

    Quote:
    Originally Posted by Clouded View Post
    Shields is cool and all but I find SR to be the bees knees in terms of straight up survivability.
    It's EASIER to get that level of survivability out of Super Reflexes. So that IS an advantage. But IO'd to the teeth, Shield Defense seems to have slightly better survivability, plus a lot better damage.

    Quote:
    Originally Posted by GavinRuneblade View Post
    Wasn't /invuln used to set the record for soiling the most simultaneous gm-created AVs?

    Can /Shield beat the record?
    Yes to the first, no to the second. Invulnerability is going to own this sort of competition if you can pick your AVs, which of course you must. Soft-capped invulnerability in its element (non-defense debuffing smashing/lethal AVs), is as strong as it gets.

    However, that's an extreme edge case designed to cater to Invunerability's advantages. For general survival against random spawns, Invulnerability will be better than Shields against some, worse against others. I don't think there's a clear advantage to either.

    Anyway, if we're trying to convince new players to play something other than Shields, it's maybe not an argument they'll respect, but have you SEEN how many combinations we're playing on the Scrapper forum? The hard core min/maxers, the powergamers, we're all over the place. We're not just playing Shield Defense.

    Quote:
    Originally Posted by Bill Z Bubba View Post
    Looks just like me. Or rather, would if I took the 30 pounds of fat covering my muscles and turned it into muscle.
    LOL. Sounds like me. As I believe you said once, when the zombie apocalypse comes, I won't be able to run very fast, but I'll be able to carry a lot of ammunition.

    Quote:
    Originally Posted by DR_EVIL_NA View Post
    my Fire/WP can literally go AFK in a +4/8
    There's an advantage to Willpower. It has "go make a sandwich the moment the idea strikes you" survivability. +4x8, RWZ challenge spawn, whatever. Go AFK. With a good build, it'll still be standing when you get back. Everything I have has to WORK for that kind of survivability, and so does Shield Defense. I suppose that's more along the line of what I said earlier, though. Some sets are friendlier for less experienced players. It's not like you go AFK during a fight normally. It's just a way of saying that your survival will not be compromised by less experienced play.

    Hmmm, maybe what I'm saying is that Willpower is the best alternative to Shield Defense for anyone who would be posing the question in the first place. For damage, pick Shield Defense. For easy survivability and leveling, pick Willpower?

    I do think the other sets have a lot to offer as well, but I find myself unable to really articulate it at the moment. How about "fun"? Like I think Regeneration and Dark Armor are a lot of fun. Yeah, that won't convince anyone, I know.
  6. Yeah, Dark Melee/Invulnerability has the highest survivability in its element, I'd say. Just started one red side. Hope they don't suck over there. I know so very little about red side.
  7. Quote:
    Originally Posted by Tormentoso View Post
    Isnt the Build Up proc in Gaussian Unique?
    Yes. Once upon a time, it was bugged and you could slot it more than once, even though it said unique. It's been actually unique for quite a while now. If you were referring to my comment, there was an "or" between the list of powers I suggested slotting it in.
  8. Just pretend Iggy is Haxxorz. It's what I do so that I can sleep at night.
  9. How much recovery you need depends on how you slotted the powers, what toggles you're running, how they're slotted, how often Hasten is up, if you took Conserve Power, and so on. It's really not the kind of thing I can answer.

    However, seriously ballparking it, let's say about 3.5 endurance per second MORE than your toggles burn. I'd shoot for that, THEN start doing the fine scale calculations to see where I really stood.
  10. I'll say Katana/Dark Armor (see sig and vids) or Katana/Willpower (Iggy Kamakaze has done a double RWZ challenge under a Pylon with his, then finished off the Pylon. He also solo'd an ITF with no temps, no inspirations, no deaths - no joke.)

    See also:

    http://boards.cityofheroes.com/showthread.php?t=218691
  11. Quote:
    Originally Posted by MichaelB View Post
    This is hardly an argument in favor of fire melee, now is it? You're basically saying that once you take this other power from a pool you have all the AoE you need. Well there's nothing stopping an elec melee scrapper from taking fireball too. And then they also have LR. And CI. And TS. And... well you get the idea.
    I haven't run any numbers yet, but I'd guess there's a concept of "enough" or as you say "all the AoE you need". If you have "all the AoE you need", why pick more AoEs? If you can move from spawn to spawn, nuking each and moving on, you have "enough" AoE. More AoE attacks won't help you.

    Not sure if Fire's quite there, but I'm guessing that on a high recharge Fire/Shield, you'd Shield Charge -> Fire Ball, move to next spawn, Fire Sword Circle -> Fire Ball, move to next spawn, repeat. Not so sure that second spawn will be dead, though.

    Let's see. On my in-progess build, let's set AAO to five enemies. Fire Ball is a sad little 214 damage, and Fire Sword Circle is 361. Well, any minions in 10 feet will be dead, but lieutenants will still be standing, as will minions outside of 10 feet. So in my case, by my definition, I don't have enough AoE.

    Well, except that I can probably Build Up every other spawn. Fire Ball climbs to 294 and Fire Sword Circle to 487. Still not quite enough to kill lieutenants in 10 feet. I can also crank up the numbers. How about eight in range of AAO? Fire Ball at 310, Fire Sword Circle at 514. There we go. So lieutenants and minions in ten feet dead, but anything outside of ten feet still alive. So still, by my definition, I don't have enough AoE.

    And is Shield Charge -> Fire Ball OK without Build Up? Shield Charge is 415, and Fire Ball is back down at 214, so no, it's not enough. Lieutenants will still be standing.

    So if I want to Nuke with just two attacks, I'm using Build Up -> Shield Charge -> Fire Ball on group one. That leaves me with just Fire Sword Circle and Fire Ball, not built up, for the next group. That means survivors. Eh, I can use three attacks. First spawn gets Shield Charge -> Fire Ball -> Fire Sword Circle. Ignore any survivors. Next Spawn gets Build Up -> Fire Ball -> Fire Sword Circle. Ignore any survivors.

    Now in practice, I have an aggro aura, so if the spawns are tightly packed, I'll hop to the next spawn, and probably nuke everyone once the survivors catch up. Might not be too much slower than Electric, even if Electric has fewer survivors moving from spawn to spawn.

    Actually, there's reason to think it just isn't slower than Electric. There was little difference between the top Electric/Shield and Fire/Shield numbers on a farming influence per hour thread. They were neck and neck, if I recall. So I suppose that's a sense in which Fire/Shield has enough AoE.
  12. In case it hasn't been mentioned, NEVER skip your damage aura.

    Hmmm, off hand, not too shabby. Your melee defense will be noticeable. Your ranged and AoE less so, but at least they're something.

    I'd probably have gone for Tough and Weave over Maneuvers and Tactics, then picked up Focused Accuracy largely as a set mule for Gaussian's Synchronized Fire Control (for the defense).

    You have some set bonuses over the maximum - too many +3.75% melee defense (ah, I see Kioshi mentioned it). You can see that on the "View Active Sets" button.

    I wouldn't have taken so many attacks myself. I'd have gone for Blinding Feint -> Attack Vitals and called it good. But Desmodos would probably slap me for recommending skipping any of your deliciously-good attacks.

    I'd go with Performance Shifters instead of Efficacy Adapters unless you're targeting a specific recharge and that's the only way. Performance Shifters will help your defense and your endurance recovery. Put a Performance Shifter proc in Physical Perfection instead of the endurance. I'd still be worried about endurance, particularly when you pick up your damage aura, but that should help a lot. Oh, pick up the endurance accolades. That'll help a lot too. Should be fine then, I'm guessing.

    I'd probably use an Endoplasm instead of accuracy in Oppressive Gloom so that wanderers stay stunned for longer.
  13. Quote:
    Originally Posted by MunkiLord View Post
    Why not do both?
    Well, I'd LIKE to, but I haven't worked out how to make a post-BotZ soft-capped build chaining Incinerate -> Greater Fire Sword -> Cremate -> Fire Sword Circle -> Fire Ball with sustainable endurance, good set bonuses in general, and Aid Self.

    Yeah, yeah, I know, I could drop Fire Ball in favor of Conserve Power, Physical Perfection and Energy Torrent, and pick up Aid Self instead of Health/Stamina. It would totally work, and be more survivable, and a LOT more survivable with no inspirations. I know, I know.

    But Fire Ball! I mean, c'mon. You can't make me skip Fire Ball. That would make the baby Jesus cry.

    So dropping Aid Self seemed like the only sensible move.
  14. Quote:
    Originally Posted by Deliverance_ View Post
    I see you didn't take greater fire sword, why is that? I struggle at 23 so far without an extra attack and i cant see shield charge helping too much as it's cooldown is quite long, perhaps i'm missing out by not having scorch? It's damage seems crappy for a whole power pick though.
    Greater Fire Sword is a great attack, and Incinerate is even better, so yes, it's worth asking why I skipped them. In my case, I used frankenslotting to get a near gapless chain out of my first three attacks, and then spent almost the rest of the build trying to stay alive while tanking for a group.

    Most people would probably be better off going ahead and taking both Greater Fire Sword and Incinerate, and possibly dropping one of the earlier attacks during the end game some time. Doing damage is generally more fun. My damage output wasn't BAD, mind you. It just wasn't what it could have been had I been less focused on survival.

    Oh, and Scorch IS a better attack than it may look at first. Not the best in your arsenal, but decent.

    I'll have to look at the build later. Stuff to do!
  15. Werner

    Help on Kat/DA

    In case you're still considering Katana/Dark, here's what I think is the fairly definitive thread on soft-capping Sword/Dark at various budget levels, and discussion of what the builds are and are NOT good at. I love mine, but heavy defense debuffs are kryptonite, and my damage output is very mediocre.
  16. Quote:
    Originally Posted by DR_EVIL_NA View Post
    I was afraid you'd say that, any ideas on possible changes to that build to help with the endurance? It's hard to move 1 slot to CP without losing some defense, maybe different powers/sets to make up for that, I don't know.
    The chance of build up in Blinding Feint isn't doing a whole lot of good. You could replace it with an endurance reducer. I'd drop the damage from Ablating Strike in favor of a damage/endurance. Those two changes will have only a minor effect on your DPS, but will lower your endurance consumption to 4.01 EPS from 4.82 EPS. That's a huge difference.

    Let's see, so then your burn is 4.86 EPS. Recovery 4.03 EPS, so net loss of 0.83 EPS. Accounting for Hasten and Practiced Brawler this time, you COULD get hit with two Practiced Brawlers and the Hasten crash while you're waiting for the Conserve Power recharge, which is a total of 7.3 + 7.3 + 15 = 29.6 endurance. Subtract that from your 110, and you have 80.4 endurance to play with, going away at 0.83 EPS, so about 96 seconds. That's long enough, but it does count on average consumption from Performance Shifter, so it's still a little iffy. If those don't fire, you'll burn 1.23 EPS, so 80.4 / 1.23 = 65 seconds. Very close. Most of the time you'll be fine, particularly if you don't hit Practiced Brawler the moment it recharges.

    Do you recover enough while Conserve Power is up? 2.18 EPS from chain, 0.49 from toggles, 2.67 used, 4.03 recovery, so 1.36 EPS recovery, for 90 seconds, that's 122 endurance. So yes, you get a full recovery while it's up, assuming you're not unlucky with Performance Shifter. If it doesn't fire, it's 0.96 recovery for 90 seconds, or 86.4 endurance. Which isn't really enough in a worst case scenario, but probably would be most of the time.

    But the AVERAGE recovery looks like it's plenty, so most of the time, everything should be fine. You probably need to get pretty unlucky to burn out. I'd feel safe with the Performance Shifter "risk" if it were my build.
  17. Quote:
    Originally Posted by DR_EVIL_NA View Post
    Does it appear I could sustain the attack chain with the drain/recovery I have, with CP included?
    Short answer, no.

    Even with the 0.2-second gaps due to insufficient recharge, you're still burning 4.82 EPS for the attack chain + 0.85 EPS for toggles, so 5.67 EPS. You're only recovering 4.03 EPS. So your net burn while Conserve Power is down is 1.64 EPS, and that's before we count Hasten or Practiced Brawler. That'll burn your endurance out in 67 seconds. Conserve Power isn't recharging fast enough to keep up.

    When Conserve Power is up, you're burning 2.63 EPS on the chain and 0.49 EPS for toggles, for a total of 3.12 EPS. With your 4.03 EPS recovery, you get back 0.91 EPS, again ignoring Hasten and Practiced Brawler. Over 90 seconds, that only recovers 81.9 endurance, so it doesn't get you back to full.

    Even if it were enough, even if it was enough with Hasten and Practiced Brawler thrown in, it's still risky. I'm including the Performance Shifters, and you burn endurance fast enough that them firing or not firing could make a significant difference.

    So you'll be wanting better recovery, less burn, and/or faster recharge on Conserve Power.
  18. Quote:
    Originally Posted by HeadCutter View Post
    I made a great BS/Regen Scrapper and want some feedback on it
    Initial feedback would be a recommendation to not describe your build as "great" when asking for feedback.

    Anyway, it doesn't totally suck, but it's fairly mediocre. Unless this is a concept build, the biggest mistake you've made is thinking that the way to enhance the survivability of a Regen scrapper is to add regeneration. It isn't. What you want is recharge, recharge, more recharge, and then defense. You picked up 25% recharge and Hasten. It's a start.

    On the offense side, I wouldn't have skipped Whirling Sword. OK, that's not accurate. I would have skipped it, because I like single-target specialists, but the name of the game on the whole is AoE. Eh, at least you have Slice. I'd have picked Whirling Sword over Slice, though, but that's probably a matter of debate.

    One of your big go-to sets is Doctored Wounds, particularly for Dull Pain and Reconstruction.

    Eh, I'm sure Umbral will be along for a more detailed response. "Recharge and defense instead of regeneration" will massively change the build anyway, so further comment may be immaterial until we see build two.
  19. Well, this isn't a guide, but here's my leveling build. If you ignore the Hamios (Hamidon Origin enhancements in Active Defense) that I slapped in at 47, and the Numina I slapped in at 49, it was all funded on the influence the character made. Oh, and the Kismet and the Steadfast Protection - I have a bunch of those sitting in my base and use them on every character. Mind you, since I got two purple drops while leveling (purple = ultra rare invention origin enhancements or recipes, which tend to go for a huge sum of influence), I could have funded everything on what the character made, but I wanted to hold onto them for later instead of selling them.

    I pretty much ignored training origin enhancements, then went DOs, then SOs. Some time in the 30's I frankenslotted my single-target attacks (the mixture of various set IOs in them is called frankenslotting). The intent was to get a (near) seamless attack chain of Cremate -> Scorch -> Fire Sword -> Scorch, and to reduce the endurance enough to run it without burning out of blue. It's hardly the best DPS chain out there, but it served very well as a leveling chain. Blue WAS still a bit of a problem, though. Not insurmountable, but a problem. Tactics, Assault and Grant Cover were all used situationally rather than being left on. I continued frankenslotting other powers through the rest of the game. All the different levels in the build demonstrate that I was just buying whatever I could get both cheaply and NOW.

    I don't guarantee these are the exact levels I took my powers, and completely ignore the level it says I put the enhancement slots in. I don't generally plan my leveling builds. I just figure out what I need and when I need it while I level. So I'm doing this from how my build looks today and from memory, and I didn't bother trying to guess on enhancement slot levels. As I recall, I tended to go for survivability before offense because I was playing team tank. Normally, I'd go for offense first, like shifting Build Up and Fire Sword Circle earlier, and not spending so many slots on defensive powers. Offense still seemed more than sufficient, though.

    Health was overslotted at the end to make room for the Numina and Miracle uniques. But my low bids haven't snagged me a Miracle yet, so it's still overslotted.

    Tanking actually went pretty well with this build. He was in the low 30s for his defensive values fairly early, so a single small purple inspiration could get him to the soft cap (45%), making him nearly invincible. At this point, his defense is ALMOST high enough without a purple inspiration. A little more influence spent would cover it, but at this point, I'm planning an uber build rather than just trying to cover a few holes.

    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: Fiery Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Scorch -- F'dSmite-Acc/Dmg/Rchg:35(A), F'dSmite-Acc/EndRdx/Rchg:36(3), C'ngImp-Dmg/EndRdx/Rchg:38(3), S'ngH'mkr-Dmg/EndRdx/Rchg:35(5), Mako-Acc/Dmg/EndRdx/Rchg:32(5), T'Death-Acc/Dmg/EndRdx:34(7)
    Level 1: Deflection -- S'dpty-Def:40(A), S'dpty-Def/EndRdx:40(19), S'dpty-Def/EndRdx/Rchg:40(21), DefBuff(21), ResDam-I:50(23), TtmC'tng-ResDam/EndRdx:38(23)
    Level 2: Fire Sword -- F'dSmite-Acc/Dmg/Rchg:35(A), F'dSmite-Acc/EndRdx/Rchg:34(7), F'dSmite-Dmg/EndRdx:37(9), S'ngH'mkr-Dmg/EndRdx/Rchg:33(9), S'ngH'mkr-Dmg/EndRdx:35(13), T'Death-Acc/Dmg/EndRdx:38(13)
    Level 4: Cremate -- F'dSmite-Acc/Dmg/Rchg:36(A), F'dSmite-Acc/EndRdx/Rchg:34(15), C'ngImp-Dmg/EndRdx/Rchg:36(15), S'ngH'mkr-Dmg/EndRdx/Rchg:35(17), Mako-Acc/Dmg/EndRdx/Rchg:38(17), T'Death-Dmg/EndRdx/Rchg:32(19)
    Level 6: Battle Agility -- S'dpty-Def:35(A), S'dpty-Def/EndRdx:40(25), S'dpty-Def/EndRdx/Rchg:40(25), GftotA-Def/EndRdx:37(27)
    Level 8: Hurdle -- Jump-I:35(A)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(11), HO:Membr(11)
    Level 12: Combat Jumping -- Ksmt-ToHit+:30(A), DefBuff(27), DefBuff(29), DefBuff(39)
    Level 14: True Grit -- Heal(A), Heal(48), Heal(48), ResDam(48), ResDam(50), ResDam(50)
    Level 16: Health -- Numna-Regen/Rcvry+:40(A), Heal(29), Heal(34), Heal(34), Heal(37)
    Level 18: Against All Odds -- EndRdx(A)
    Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(42), P'Shift-EndMod/Acc:50(42), EndMod(43)
    Level 22: Phalanx Fighting -- DefBuff(A)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough -- S'fstPrt-ResDam/Def+:22(A), TtmC'tng-ResDam/EndRdx:38(39), TtmC'tng-ResDam/EndRdx/Rchg:36(39), TtmC'tng-ResDam:41(40)
    Level 28: Weave -- S'dpty-Def/EndRdx/Rchg:40(A), S'dpty-Def:38(40), S'dpty-Def/EndRdx:40(40), GftotA-Def/EndRdx:39(42)
    Level 30: Fire Sword Circle -- M'Strk-Acc/Dmg/EndRdx:34(A), M'Strk-Dmg/EndRdx/Rchg:36(31), M'Strk-Acc/Dmg:45(31), M'Strk-Dmg/EndRdx:44(31), M'Strk-Acc/EndRdx:45(33), M'Strk-Dmg/Rchg:43(33)
    Level 32: Build Up -- RechRdx(A), RechRdx(33), RechRdx(34)
    Level 35: Shield Charge -- M'Strk-Acc/Dmg/EndRdx:38(A), M'Strk-Dmg/EndRdx/Rchg:43(36), M'Strk-Acc/Dmg:45(36), M'Strk-Dmg/EndRdx:45(36), M'Strk-Acc/EndRdx:45(37), M'Strk-Dmg/Rchg:44(37)
    Level 38: Maneuvers -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/EndRdx/Rchg:40(43), S'dpty-Def:38(43), GftotA-Def/EndRdx:35(45)
    Level 41: Tactics -- GSFC-Rchg/EndRdx:47(A), GSFC-ToHit/Rchg/EndRdx:41(45), GSFC-ToHit/EndRdx:46(45), GSFC-ToHit:44(46), GSFC-ToHit/Rchg:40(46), GSFC-Build%:47(46)
    Level 44: Grant Cover -- EndRdx(A)
    Level 47: Assault -- EndRdx-I:45(A)
    Level 49: Conserve Power -- RechRdx(A), RechRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run

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  20. Dark Melee does extra damage against ghosts, and the fact that ghosts don't gather particularly well shouldn't be a big deal on a single-target specialist with a taunt aura. Let me see which mission I used on my Dark Melee/Super Reflexes when I was working on his build. Looks like "defeat all ghosts in area" from Unai Kemen. It's particularly convenient because it's a "board train" mission, which means you can get to it from Ouroboros, which makes it convenient while providing an extremely fast sell drops/buy inspirations turnaround time. You can also invite lowbies along because any lowbie can get to a train station safely.
  21. Quote:
    Originally Posted by bAss_ackwards View Post
    Someday I will get an FM/SD to 50 and IO'd out. Someday...!
    Mine just hit 50 yesterday! Yay!

    Now to figure out what I want to do with the guy.

    Quote:
    Originally Posted by Nihilii View Post
    Mitigation is convenience. Damage is rewards.
    While the game doesn't give rewards for it, I've always felt pretty rewarded by damage mitigation. Just not quite enough to find a Tank satisfying. Think I'll go the opposite direction on my Fire/Shield, though. I've made too many survival machines. Time to put out some serious damage.
  22. Probably DM/SD Scrapper for damage, Brute for survivability. But I'd make a Scrapper, because I prefer Scrappers.
  23. Quote:
    Originally Posted by Jharber View Post
    Well, in Mids even with normal Ios it looks like crap imo? It must take a lot of expensive sets to make it decent I guess?
    It doesn't take a lot of expensive sets to make decent. It only takes a lot of expensive sets to make AMAZING.
  24. Quote:
    Originally Posted by Gaidin View Post
    In-game experience is fine, but the numbers are factual and don't lie.
    Yeah, even as a hard core number cruncher, I'd never go that far. Numbers may be facts, but IN-GAME is where the rubber meets the road. You can't claim you won a race by pointing out that your car has the highest horsepower and the most grip. You have to actually get out there and race. Numbers can only take you so far.

    As an example, the best answer I could get to the question "Is my endurance sustainable?" on my Katana/Dark from Mids' and spreadsheets was "maybe". There were just too many variables for me to be certain. I had to actually build it and play it to find out. The real answer is "most of the time, but not always".

    For the most part, though, yes, my Mids', spreadsheet and in-game experience pretty much match note-for-note.