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Posts
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Joined
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I'm happy with my Warshade. At the time I made the build it cost me about 400 million, though at today's market prices it's more like 1.5-2 billion.
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Those didn't exist when this guide was written.
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If you slot High Pain Tolerance for +HP you will be about 40-50 HP off the cap so you'll only need a few IO bonuses (or like one +HP accolade) to cap.
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How many potential teams are we looking at? Sooner I know the sooner I can get to work on accolading/IOing some characters for this (they've got the levels but not the loots).
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Yeah I'd rather finish this up fast. We weren't able to make up our last match so we'll have to figure that out. I'm undecided as to whether or not I'm interested in another season (still waiting on that Freedom 5v5...).
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I am especially fond of this one.
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Here's the build I've been using on live since I13 hit. The build's solid and there aren't any real holes I can think of (other than the mez + KB bug but that's just that - a bug). Since Spines' damage is "meh" now, I do what I usually do and turn to my favorite standby - damage procs. Since most aren't resisted, it's like a partial free attack and it can really mess people up if they're not expecting a proc to fire. If I were rolling a new Scrapper for PvP, though, I'd steer away from Spines and go with Broadsword or Fire.
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: Spines
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Barb Swipe -- HO:Nucle(A), HO:Nucle(3), Mako-Dam%(3)
Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(5), Numna-Heal/EndRdx(5), Mrcl-Rcvry+(7)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Rchg(11)
Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(11), P'Shift-EndMod/Acc(13), P'Shift-End%(13)
Level 6: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(15), AdjTgt-ToHit/EndRdx/Rchg(15), AdjTgt-EndRdx/Rchg(17), AdjTgt-ToHit/EndRdx(17)
Level 8: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(21), TotHntr-Dam%(23)
Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(25), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Rchg(27)
Level 12: Confront -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(29), Mocking-Acc/Rchg(29), Mocking-Taunt/Rng(31), Mocking-Rchg(31)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 16: Super Speed -- Run-I(A), EndRdx-I(36)
Level 18: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(36), Numna-Heal/EndRdx/Rchg(36)
Level 20: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(48)
Level 22: Kick -- HO:Nucle(A), HO:Nucle(43), HO:Nucle(48), ExStrk-Dam%(50)
Level 24: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(34), TtmC'tng-ResDam/EndRdx/Rchg(34)
Level 26: Super Jump -- Jump-I(A), EndRdx-I(43)
Level 28: Instant Healing -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal/Rchg(33), Dct'dW-Heal/EndRdx/Rchg(33), Dct'dW-Heal(33), Dct'dW-Rchg(34)
Level 30: Stealth -- LkGmblr-Rchg+(A)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(40), ImpSwft-Dam%(40)
Level 35: Invisibility -- LkGmblr-Rchg+(A)
Level 38: Moment of Glory -- RedFtn-EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(46)
Level 41: Web Grenade -- GravAnch-Hold%(A), GravAnch-Immob/Rchg(42), GravAnch-Acc/Immob/Rchg(42), GravAnch-Acc/Rchg(42), GravAnch-Immob/EndRdx(43)
Level 44: Shuriken -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46), Apoc-Dam%(48)
Level 47: Phase Shift -- RechRdx-I(A)
Level 49: Targeting Drone -- Rec'dRet-Pcptn(A), EndRdx-I(50), AdjTgt-ToHit/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:- 4% DamageBuff(Smashing)
- 4% DamageBuff(Lethal)
- 4% DamageBuff(Fire)
- 4% DamageBuff(Cold)
- 4% DamageBuff(Energy)
- 4% DamageBuff(Negative)
- 4% DamageBuff(Toxic)
- 4% DamageBuff(Psionic)
- 2.5% Defense(Smashing)
- 2.5% Defense(Lethal)
- 3.13% Defense(Fire)
- 3.13% Defense(Cold)
- 1.25% Defense(Melee)
- 1.56% Defense(AoE)
- 6.3% Max End
- 12% Enhancement(Heal)
- 83.8% Enhancement(RechargeTime)
- 33% Enhancement(Accuracy)
- 5% FlySpeed
- 125.5 HP (9.37%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 2.75%
- MezResist(Immobilize) 7.7%
- MezResist(Sleep) 2.2%
- MezResist(Terrorized) 6.6%
- 20% Perception
- 9% (0.15 End/sec) Recovery
- 24% (1.34 HP/sec) Regeneration
- 9.13% Resistance(Fire)
- 9.13% Resistance(Cold)
- 1.26% Resistance(Energy)
- 1.26% Resistance(Negative)
- 1.26% Resistance(Toxic)
- 1.26% Resistance(Psionic)
- 5% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Rad debuffs are still potent (though not as much as they were pre-I13 thanks to DR) - it's the Psi Blast side of things that got hit badly by I13. Even the heaviest attacks barely do over 100 damage base, so you need to make up for that with creative slotting and IO bonuses (think damage procs). Prior to I13 my Rad/Psi was a Power Mastery build for PB'd heal/debuffs/AM but with DR that's not really worth it and I switched to Psi Mastery mostly because TK is hax and Dominate does more damage than any of the Psi Blast powers.
When the Justice 3v3 tournament started up I respec'd my Rad/Psi into a more post-I13 team-friendly build (dropped Leadership and took Phase, for example). This build is nowhere near what it could be because I wanted to re-use as many of the IOs from my pre-I13 build as possible, and my build goals were quite different then. Two things this build could use are more HP and more KB protection (21 points might be fine for most Justice arena but you'll get farmed like crazy on Freedom).
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Psychic Blast
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(5)
Level 1: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9), Apoc-Dam%(11)
Level 2: Radiation Infection -- HO:Enzym(A), HO:Enzym(11), Achilles-ResDeb%(13), RechRdx-I(13), Range-I(25)
Level 4: Accelerate Metabolism -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc/Rchg(15), P'Shift-Acc/Rchg(17), P'Shift-EndMod/Acc(17), RechRdx-I(19)
Level 6: Enervating Field -- EndRdx-I(A), EndRdx-I(19), RechRdx-I(23), Range-I(25)
Level 8: Subdue -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(27), Decim-Dmg/Rchg(27), Decim-Acc/EndRdx/Rchg(29), Decim-Acc/Dmg/Rchg(29), TotHntr-Dam%(31)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- Clrty-RunSpd(A), Clrty-EndRdx(33), Clrty-Stlth(33)
Level 16: Telekinetic Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(33), Decim-Dmg/Rchg(34), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34), ExStrk-Dam%(36)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(46), Numna-Heal/EndRdx(46), Mrcl-Rcvry+(46)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
Level 22: Will Domination -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(37), Decim-Acc/Dmg/Rchg(37), FtnHyp-Plct%(37)
Level 24: Lingering Radiation -- Acc-I(A), Acc-I(40), RechRdx-I(40), RechRdx-I(43)
Level 26: Combat Jumping -- Ksmt-ToHit+(A), Krma-ResKB(39)
Level 28: Super Jump -- SprngFt-Jump(A), SprngFt-EndRdx(39), SprngFt-EndRdx/Jump(39)
Level 30: Acrobatics -- EndRdx-I(A)
Level 32: Stealth -- Krma-ResKB(A), EndRdx-I(40)
Level 35: Invisibility -- LkGmblr-Rchg+(A)
Level 38: Phase Shift -- RechRdx-I(A)
Level 41: Dominate -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(42), Dev'n-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(42), NrncSD-Dam%(43), UbrkCons-Dam%(43)
Level 44: Mind Over Body -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45), S'fstPrt-ResKB(45)
Level 47: World of Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(48), CoPers-Acc/Rchg(48), CoPers-Conf/EndRdx(48), CoPers-Conf%(50)
Level 49: Telekinesis -- RechRdx-I(A), RechRdx-I(50), EndRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
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Set Bonus Totals:- 9.5% DamageBuff(Smashing)
- 9.5% DamageBuff(Lethal)
- 9.5% DamageBuff(Fire)
- 9.5% DamageBuff(Cold)
- 9.5% DamageBuff(Energy)
- 9.5% DamageBuff(Negative)
- 9.5% DamageBuff(Toxic)
- 9.5% DamageBuff(Psionic)
- 9% Max End
- 4% Enhancement(Confused)
- 47.5% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 10% FlySpeed
- 164 HP (16.1%) HitPoints
- 12% JumpHeight
- 12% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Immobilize) 13.2%
- MezResist(Sleep) 2.2%
- MezResist(Terrorized) 2.2%
- 9% (0.15 End/sec) Recovery
- 24% (1.02 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 10% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Team 6 vs Team 4 match is going to be tonight between 8 and 9 pacific.
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Quote:The major features of I15 were a new task force, a new strike force, and some tweaks to the MA. None of those were major enough to warrant closed beta testing, especially with an issue so minor compared to I14 before it and I16 after it.Oh hell, like that's stopped you guys from pushing to live before.
Hahahaha
I wonder why you guys can't stick to the SUPER SPECIAL TREAT: CLOPEN BETA like with issue 15? Something the matter with letting everyone in to test now that wasn't present in issue 15? What's the big deal?
Basically they're admitting that I15 sucked long and hard as it did not warrant the need to lockout a big group of the population for its "closed beta" test.
EDIT: Lol at the tags for this thread. -
Plugging the numbers into Arcana's spreadsheets shows that the newly-buffed Elec Armor will have performance roughly comparable to Invulnerability against a single enemy (to factor in the +def from Invincibility).
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There are quite a few people who've been around for launch - I'd be willing to bet there are more of them than there are slots for even the largest closed betas.
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Quote:I completely agree with the testing part - but somehow I think they're looking for more real-world feedback on the animations and color changes than things in the character creation screen. Guess I'll just have to keep refreshing my email inbox, or barring that, wait a month or so for open beta. *shrug*Hello? This is the PRIMARY effect of the issue. Character creation/appearance has NEVER (After I1 that is), been the primary effect of any issue before, correct me if I am wrong. As quick as this issue has come about, is everyone here incapable of taking a deep breath and not overreacting?
They have to TEST IT.
(edit) Uhoh. It seems I have a red dot. -
Quote:Marketing, people. It's what keeps the people that might be on the fence about this game still interested - and not having access to a part of the system they've always had access to during closed betas seems kind of silly to me.Yeah... because among other things, that:
-rewards desired behavior
-promotes an exciting new feature to people who may have neve seen the game before
-gets current players excited about the new toys, and starts the buzz.
-can be controlled locally for unoreseen circumstances (like bugs that crop up).
Marketing, people. It's what gets the game growing. And limiting the initial exposure limits potential negative press about bugs which will be fixed anyway. -
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Quote:Well, I could be wrong, but there's nothing in the character creator/powerset proliferation/animations that we haven't already seen. There's nothing to really test in the character creator.Y'know, I'm kind of surprised they haven't tried to close off the character creator for previous closed betas, especially with powerset proliferation or new powersets. And especially now that we have access to Real Numbers during character creation. It might cause problems when we start complaining about powresets before they're ready to be seen by everyone. I think some of that happened with the Shields set.
This is probably one of those things where it's better not to see it getting made, like sausage or legislation or babies.
But I am a little sad I won't get to play with the power customization. -
I interpreted BaBs' message as "right now only closed beta testers can log in to the character creator, and we're taking it down to fix that."
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Personally, I don't consider a PvP build "fun" unless I'm feeling like I contribute to the team in some way or another. I love my AR/Dev Blaster but not as a PvP character - AR is just too lol in PvP.
That being said, I prefer my Emp/Dark, Rad/Psi, and Rad/Therm. -
Why do that? Every other closed beta has allowed access to the character creator, it at least gives the people who aren't in beta a chance to look at some of the costume-related features.
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Access to the character creator is allowed regardless of whether you've got beta access or not. It's just anything past the character creator that's covered by the "NDA." That being said I can't get past the login server (it's telling me it's down) so I haven't been able to play with the colors yet.
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It does if they get hit by the damage, AFAIK. However that does a hit roll and Stalkers usually have good AoE defense so I wouldn't rely on it to stop an AS. Best bet is to keep moving.