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Posts
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Joined
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Don't build for +def, it will get DR'd to meaningless levels and you'll have no (lol) elusivity to back it up. I'd focus on +HP, +rech, and +dam.
Something like this (just a rough build):
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34), Heal-I(37)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15), Dct'dW-Rchg(15)
Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(11), P'Shift-EndMod/Acc(31), P'Shift-End%(36)
Level 6: Cremate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Dam%(11)
Level 8: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-ToHit/EndRdx(43), AdjTgt-Rchg(43), Rec'dRet-Pcptn(50)
Level 10: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(46), Dct'dW-Rchg(50)
Level 12: Confront -- Zinger-Taunt(A), Zinger-Taunt/Rchg(25), Zinger-Taunt/Rchg/Rng(25), Zinger-Acc/Rchg(36), Zinger-Taunt/Rng(37)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(48), Numna-Heal/EndRdx/Rchg(50)
Level 18: Super Speed -- Clrty-EndRdx(A), Clrty-RunSpd(19), Clrty-Stlth(19)
Level 20: Combat Jumping -- Ksmt-ToHit+(A), Krma-ResKB(21)
Level 22: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(23)
Level 24: Stealth -- LkGmblr-Rchg+(A)
Level 26: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(36)
Level 28: Instant Healing -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(29), Numna-Heal/EndRdx/Rchg(29), Dct'dW-Heal/EndRdx(31), Dct'dW-Heal/EndRdx/Rchg(31)
Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
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)
Level 35: Phase Shift -- RechRdx-I(A)
Level 38: Moment of Glory -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(39), Krma-ResKB(40)
Level 41: Web Grenade -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(42), GravAnch-Acc/Rchg(42), GravAnch-Immob/EndRdx(42), GravAnch-Hold%(43)
Level 44: Shuriken -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Apoc-Dam%(46), Empty(46)
Level 47: Targeting Drone -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(48), GSFC-ToHit/Rchg/EndRdx(48)
Level 49: Caltrops -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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Here's a link to the Elec/WP build I'm using (or, rather, will be using once I have all the IOs I need). It's expensive, but effective.
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6x scale down to 2x scale AS damage is a mega nerf, it was even worst when AS was partially resisted.
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Unless I'm missing something, AS still is partially resisted. The crit portion is not resisted, everything else is. Sometimes if you're running BU and you chomp a few reds, you might be able to get a Blaster to half health. -
Biggest thing Conditioning does is amplify the effectiveness of the Numina, Regen Tissue, and Miracle uniques (since they are a percentage based off your base regen or recovery, the higher base means they do more for you). Conditioning, unlike most other inherents, isn't just "another power" - it's actually part of the base AT stats.
That being said, even with Conditioning + Stamina, my Night Widow runs out of endurance fairly quickly if I use Spin and Eviscerate a lot. -
Jacob's Ladder? Only one slot in Dark Blast? No Phase?
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5 minutes. If you kill them, or they kill you, within those 5 minutes, the timer resets. This basically ensures PvP IOs won't drop in the course of normal PvP.
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Level 25-30. 25's are just about equal, 30's are slightly better.
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Slot levitate for dmg and procs rather than kb and slot power push with all kb ios.
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I'd do the opposite, honestly. One of the patches on the test server added damage to Power Push in PvP (previously, it did no damage, just KB) and I believe it does more base damage than Levitate in PvP. Slot up Levitate with a full set of Kinetic Crash or something, and slot Power Push with four Devastations (+HP and +dam set bonuses - slot all the set but the Dam/End and the hold proc) and two damage procs (ideally the Apocalypse and Gladiator's Javelin proc). -
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Sadly my first suggestion is reroll with a better pvp primary
No toon of mine got hit harder by i13 than my ice/cold. Ice blast is pretty much the worst of it thanks to the dpa changes. And the stacked slows got gutted pretty bad as well. You can still pretty much kill a squishies recharge but it will still take a while to whittle them down. You can still get the same slows from just /cold and add a lot more offense with son/ rad/ or fire/ for a primary.
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This, 1000%. I didn't dig out my Ice/Cold much before the I13 changes but I've had nothing but frustration with it after I13. The damage is bad and the slows are worthless. Might wanna give Sonic/Cold a go, unless you've already got this Ice/Cold leveled and accoladed. -
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Just a question here:
Could someone clue me in on these Ice Damage changes I keep hearing about?
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Movement slows aren't very useful anymore (recharge slows are still good though). The biggest issue now is that damage is largely based on activation time, and Ice is a set that's famous because of its fast-activating attacks. In short, the aspect that made it one of the top PvP sets pre-I13 is the aspect that makes it probably second- or third-worst in post-I13 PvP (placing it ahead of AR and maybe Elec). -
No travel powers, no inspires
EDIT: Srsly though I'd be up for this but I'd need to accolade and IO the [censored] outta my Mind/Emp, Rad/Therm, or Fire/SS. -
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* Squishies have a DR'd defense cap of around 20%. For non-squishies, it's somewhere around 50%.
* Squishies have a DR'd resistance cap of around 40-45%. It's slightly higher for ATs like Scrappers and Stalkers, to the point where a Tanker will cap off at around 55-60%.
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Depending on whether or not masterminds are judged as "squishies", my merc/pain/elec mastermind caps out at 30% resists, with patron shield, tough, and world of pain running. Normally she's at the resist cap (75%) for smash/lethal, and around 62% energy.
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Hm, that may be true for resistance at least. Defense-wise, my Thugs/Dark/Mace has a S/L defense of around 35% in PvE with Scorpion Shield, Maneuvers, and Shadow Fall. That gets DR'd to around 15% in PvP, and Power Boosted Vengeance (about 45% defense on its own in PvE) adds about 4% to my totals. -
They shouldn't, but they do. There was a point when they didn't, but that seems to be back and there's been no comment on whether or not that's intended.
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Have you seen any whine threads about Darth Ronin lately?
Turns out the easiest way to fix the ragdoll glitch was just to remove the repel aspect from TK while pvp'ing.
-Grant "Temporary_Powers.Temporary_Powers.KillTk" (-) If on a PvP map [Ignores Enhancements & Buffs]
Cottage rule my [censored], oh wait pvp doesn't count.
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Gotta love how people slot TK for recharge instead of end reduction now. Six seconds with a 60-second recharge is just sad. -
Go with the immob. Bile Spray is an AoE so the damage is piddly at best, and damage type is largely irrelevant in an age where all the squishies have something like 40% resistance to everything after DR.
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DR also has some rather annoying math behind it, where you have to sub in variables depending on the AT and the specific aspect that you're figuring DR on (regen, resistance, hit points, accuracy, etc.).
Some numbers, just on casual observation:
* Squishies have a DR'd defense cap of around 20%. For non-squishies, it's somewhere around 50%.
* Squishies have a DR'd resistance cap of around 40-45%. It's slightly higher for ATs like Scrappers and Stalkers, to the point where a Tanker will cap off at around 55-60%. -
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<QR>
Probably one of those powers that the Minotaur has always had, but is now just using thanks to AI improvements, like Malta Titan powers.
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It's been around since the ITF was introduced in I12, I remember seeing it during one of our earlier runs and wondering where it had come from (that's where I discovered the combat logs). You'd think, though, that since the Fetid Howl power is what actually grants the Diseased temp power, there'd be a descriptor in Fetid Howl's real numbers readout that would give the percentage chance to grant that power (such as "Grants power 'Diseased' to target [x% chance]").
However, as some have pointed out, the "real numbers" readout is more "the numbers we think you'll be interested in, but not all of them" than "full revelation of power data." That's what RedTomax is for, but I'm not sure if the exact data is there either. -
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And now PVP drops actually take IOs out of your inventory! Yeah ... Doesn't everyone want to PVP now?!
/sarcasm
wwwwwwwwwwwwwwwwwwwwThanks
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wweeee1222202000229992125125125110wwweeWhat? -
Can I has your stuffs?
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The only thing DR doesn't hurt too badly is +HP. An HP-capped Blaster (1606 HP at level 50) will have their HP DR'd to around 1580 I think.
Hell, I could extend my earlier post ("DR starts affecting you as soon as you slot enhancements") to read: "DR starts affecting you as soon as you take a power that modifies your base statistics in any way" (i.e. Stamina, High Pain Tolerance, Combat Training: Offensive, etc.). -
Regen would be good too - even without RttC you have higher-than-usual regen thanks to Fast Healing.