mauk2

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  1. Quote:
    Originally Posted by ClawsandEffect View Post
    Yes, a DM/Shield will out-damage my BS/DA by a wide margin, but how well does it handle non-postional psi attacks, or insane to-hit buffs? From what I've seen, in the face of those two things, most DM/Shields will fold like a cheap card table.

    Indeed.

    My personal suspicion is that the recent to-hit boost given to Praetorian Devouring Earth was (yet another) direct response to the OP nature of Shield Defense.

    It also tends to favor the "resist with a heal" power sets, which have been sorely under-represented of late.

    All I can say about the PDE is thank GOD the bosses no longer summon Swarms.

    HATED THOSE.

    That said, I'm currently tip-running on two toons: A fire/Fire tank, and an Elec/elec scrapper. Both have what I'd call modest builds, and both DESTROY.

    ALL builds play well. The game is balanced around teaming. Take into account some buffs, and it all evens out nicely.

    Indeed, I team often and I've started making and playing builds with deliberate 'head room' for buffs to take effect. Makes the defenders happy to see their buffs making a big difference, and it gives me a lot more room in my build for glee-making powers.
  2. mauk2

    An Inquiry

    Quote:
    Originally Posted by GavinRuneblade View Post
    Somewhere there is/was an old post about recharge that just says "I'll have enough recharge when my attack chain is headsplitter-headsplitter-headsplitter"

    I love the concept.

    This.....would be Infinite Win.


    You know, I'm not even sure WHY headsplitter is such a rush. Other attacks do better damage and such, but MAN, it is FUN.

    CRRNNCH! CCCRRRNCH! CRNNNNCH!

    heeheehee....
  3. Quote:
    Originally Posted by Bosstone View Post
    +4 with Focused Accuracy, unslotted: 96% Accuracy
    +4 with Focused Accuracy, slotted to ~8%: 83% Accuracy
    +3 with Focused Accuracy, unslotted: 60% Accuracy
    +3 with Focused Accuracy, slotted to ~8%:50% Accuracy

    That's actually interesting. I hadn't calculated the numbers for Focused Accuracy before. I knew it provided more overall bonus than Tactics, but not by how much. Tactics still has a use, though; it costs significantly less in end/sec than FA, and it allows you to take an APP other than Body Mastery.
    Thank you for the info. Hrrrrm.

    Also, in fairness, Focused Accuracy provides a large perception bonus, which I find helps a lot against Arachnos, in particular.




    Quote:
    Anyway, for how to calculate:
    Go to the Attack Mechanics page on the wiki. At the bottom is a list of to-hit chances based on the level of the enemy relative to the level of the player. For example, you have a base 39% chance to hit a +4 enemy and 48% for a +3 enemy.

    You know, it's been years since I looked at this stuff....

    For example:

    It is a widely repeated statement that 45 percent defense is 'the soft cap', and it will reduce enemies to a 5 percent chance to hit you.

    How is this affected by the 'RankAcc' bonuses? Bosses get a 30 percent accuracy boost.

    How does this interact with the level mod?

    IE, is a -1 boss at 5 percent if you're softcapped? How about at +3?

    What about Lt's?

    I seem to recall people had worked out all these nembers in years gone by, but I can't find anything about it now....
  4. Quote:
    Originally Posted by Syntax42 View Post
    This didn't make a lot of sense to me.

    LOL! that would be because I meant to say 'defense.' Dunno what I was thinkin....


    Quote:
    I never swap out of Granite Armor when tanking. I know this is a matter of playstyle, but it is very effective for team-play. With enough set bonuses adding to psionic defense, it is easy to see why turning Granite Armor off is something you will never have to do, except when you travel outside of missions.
    It's certainly doable, with enough effort devoted to recharge and tele-tanking. But I've seen some truly superb stoners that would tank entire maps using nothing but defense and soaking the damage with Earth's Embrace. I mean, a SL softcapped stoner is close to Ice armor survivability even without granite!

    Well...pretty close. And there's always granite.


    Quote:
    Earth's Embrace is very hard to perma when in Granite. I use it mostly as an emergency heal, although I have only used it once.
    Thus, out of granite.
  5. Every tanker with a damage aura should take it, six-slot it, and put in a full set of Multi-strikes.

    Similarly, Taunt should get five slots and a set of five Mocking Beratements.


    Heck, MB is so good I've muled it in attacks I don't need.
  6. Quote:
    Originally Posted by Bosstone View Post
    Some Accuracy numbers to complement the Defense numbers further up the page:

    To hit 95% against:
    +4s with no extra buffs: 144% Accuracy
    +4s with Scrapper Tactics, unslotted: 107% Accuracy
    +4s with Scrapper Tactics, slotted to ~11%: 90% Accuracy
    +3s with no extra buffs: 98% Accuracy
    +3s with Scrapper Tactics, unslotted: 72% Accuracy
    +3s with Scrapper Tactics, slotted to ~11%: 61% Accuracy

    Hmmmm.

    Out of curiosity, how does Focused Accuracy affect those numbers?

    And, how did you calculate these figures?
  7. mauk2

    New to Tanking

    Quote:
    Originally Posted by Call Me Awesome View Post
    Really this cannot be overstated. Being a tanker isn't about standing there and not getting hurt, although that's certainly part of it. Tanking by definition is getting and holding the attention of the bad guys so they're shooting at you, not your team.

    Oh, the aggro cap annoys me so much.....

    Big rooms, where the high-damage melee types scatter in all directions? Hate those when I'm tankin'.

    The only semi-reliable way I've found to control that sort of mess is to beat the team in by a good margin and pull the back of the room forward, to be sure even the most blood-thirsty scrappers/brutes/crabs/widows/etc are well-sated by the horde at the entrance.

    Also, there is no joy like an off-tank who knows what the hell they're doin'.
  8. Quote:
    Originally Posted by Mach_Four View Post
    After almost 3 years away I came back a few months ago and made Stone armor/Super Strength Tanker and had this question: Is Granite armor is still the most survivable Tier 9 power of the Tanker world? It's always been a power I liked to see in a fight because it just takes it on the chin and keeps going. Is this still the case or should I give up while I'm still ahead?


    Stone armor is by a good margin the toughest tanker primary, due mainly to granite, earth's embrace, and rooted working in concert.

    Out of granite a stoner can achieve 'acceptable' survivability based upon capped S/L resist, with granite/rooted/earth as the 'plant and survive' option.

    Mastering stone armor is a simple matter of a good build and bein' fast to swap from mode to mode.
  9. Quote:
    Originally Posted by Thunder Knight View Post
    I lost this topic for a while, sorry.

    Thanks for all the tips. I'll know what sets to keep an eye out for, for when I do have the funds. (I managed to drop a Respec Recipe... but I don't know whether I want to sell it or use it)

    I mostly ask because Invulnerability is a very resist-heavy powerset, yet it's frequently spoken about as if it can be soft-capped relatively easily, so I wanted to see what I was missing. I'm thinking that it's the "relatively" that threw me.

    The Brute's primary is Elec Melee, if that helps. (I do frequently get some "defense" by draining more powerful opponents' Endurance bars dry)

    Invuln is not a 'resist heavy' set, it actually has as much or more +defense as it does resists.

    Invuln just has a ton of EVERYTHING that keeps you alive.

    I grabbed an old Mids build as an example: This is old, but I reserved slots for Inherent Fitness in the inherent powers, so it would actually look quite a bit better in live play.

    With one foe in range, this build caps S/L. With three it caps S/L/E/N. With four it caps everything.

    Not cheap, but hey, that's what alignment missions are for.


    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Honorah_19: Level 50 Magic Brute
    Primary Power Set: Claws
    Secondary Power Set: Invulnerability
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Villain Profile:
    Level 1: Strike
    • (A) Mako's Bite - Chance of Damage(Lethal)
    • (3) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (5) Mako's Bite - Accuracy/Damage
    • (7) Mako's Bite - Damage/Endurance
    • (37) Mako's Bite - Damage/Recharge
    • (40) Mako's Bite - Accuracy/Endurance/Recharge
    Level 1: Resist Physical Damage
    • (A) Aegis - Resistance
    • (43) Aegis - Resistance/Endurance
    • (46) Aegis - Resistance/Recharge
    Level 2: Slash
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (5) Kinetic Combat - Damage/Recharge
    • (7) Kinetic Combat - Damage/Endurance/Recharge
    • (37) Pounding Slugfest - Accuracy/Damage
    • (40) Pounding Slugfest - Damage/Endurance
    Level 4: Temp Invulnerability
    • (A) Aegis - Psionic/Status Resistance
    • (13) Aegis - Resistance
    • (17) Aegis - Resistance/Endurance
    • (42) Aegis - Resistance/Endurance/Recharge
    • (42) Aegis - Resistance/Recharge
    Level 6: Dull Pain
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (15) Numina's Convalescence - Heal
    • (15) Numina's Convalescence - Heal/Endurance
    • (42) Numina's Convalescence - Endurance/Recharge
    • (43) Numina's Convalescence - Heal/Recharge
    • (43) Numina's Convalescence - Heal/Endurance/Recharge
    Level 8: Spin
    • (A) Obliteration - Chance for Smashing Damage
    • (9) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (9) Obliteration - Damage
    • (11) Obliteration - Accuracy/Recharge
    • (11) Obliteration - Damage/Recharge
    • (13) Obliteration - Accuracy/Damage/Recharge
    Level 10: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (39) Luck of the Gambler - Defense/Endurance
    • (39) Luck of the Gambler - Defense/Endurance/Recharge
    • (48) Luck of the Gambler - Endurance/Recharge
    Level 12: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (31) Luck of the Gambler - Defense
    • (34) Luck of the Gambler - Defense/Endurance
    Level 14: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (34) Kinetic Combat - Damage/Endurance
    • (36) Kinetic Combat - Damage/Recharge
    • (40) Kinetic Combat - Damage/Endurance/Recharge
    Level 16: Unyielding
    • (A) Reactive Armor - Resistance
    • (17) Reactive Armor - Resistance/Endurance
    • (37) Reactive Armor - Resistance/Endurance/Recharge
    • (39) Reactive Armor - Resistance/Recharge
    Level 18: Focus
    • (A) Thunderstrike - Damage/Endurance/Recharge
    • (19) Thunderstrike - Accuracy/Damage/Endurance
    • (19) Thunderstrike - Accuracy/Damage
    • (23) Thunderstrike - Damage/Endurance
    • (23) Thunderstrike - Damage/Recharge
    • (29) Thunderstrike - Accuracy/Damage/Recharge
    Level 20: Follow Up
    • (A) Mako's Bite - Chance of Damage(Lethal)
    • (25) Mako's Bite - Accuracy/Damage/Endurance/Recharge
    • (25) Mako's Bite - Accuracy/Damage
    • (27) Mako's Bite - Damage/Endurance
    • (27) Mako's Bite - Damage/Recharge
    • (29) Mako's Bite - Accuracy/Endurance/Recharge
    Level 22: Tough
    • (A) Reactive Armor - Resistance
    • (31) Reactive Armor - Resistance/Endurance
    • (33) Reactive Armor - Resistance/Endurance/Recharge
    • (34) Reactive Armor - Resistance/Recharge
    Level 24: Super Jump
    • (A) Winter's Gift - Slow Resistance (20%)
    Level 26: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (33) Luck of the Gambler - Defense
    • (33) Luck of the Gambler - Defense/Endurance
    Level 28: Invincibility
    • (A) HamiO:Cytoskeleton Exposure
    • (31) HamiO:Cytoskeleton Exposure
    • (50) HamiO:Cytoskeleton Exposure
    Level 30: Resist Energies
    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    Level 32: Resist Elements
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 35: Tough Hide
    • (A) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense
    • (36) Luck of the Gambler - Defense/Endurance
    Level 38: Hasten
    • (A) Recharge Reduction IO
    Level 41: Superior Conditioning
    • (A) Performance Shifter - Chance for +End
    Level 44: Physical Perfection
    • (A) Performance Shifter - Chance for +End
    • (45) Performance Shifter - EndMod
    Level 47: Taunt
    • (A) Mocking Beratement - Recharge
    • (48) Mocking Beratement - Taunt/Range
    • (48) Mocking Beratement - Taunt/Recharge/Range
    • (50) Mocking Beratement - Accuracy/Recharge
    • (50) Mocking Beratement - Taunt/Recharge
    Level 49: Unstoppable
    • (A) Titanium Coating - Resistance/Recharge
    ------------
    Level 1: Brawl
    • (A) Empty
    • (21) Empty
    • (21) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    • (45) Empty
    • (45) Empty
    • (46) Empty
    • (46) Empty
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Hurdle
    • (A) Empty
    Level 2: Health
    • (A) Empty
    Level 2: Stamina
    • (A) Empty


    Code:
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  10. mauk2

    Flying Scrapper?

    Quote:
    Originally Posted by Mad_Cow_Milk View Post
    Well I have this toon, my first toon, and I consider him my primary Hero. He is a Claw/SR and the concept has always been having the ability to fly. Considering I don't have the ability to buy transportation powers with out the prerequisites yet I am left in a bit of a pickle.

    I play PvE and I was wondering if anyone have any build suggestions? I am also a big noob when it comes to IOs so help there would be great.

    I have considered abandoning Strike. I have also found Air Superiority good in 1v1 PvE fights.

    Thanks

    Flying melee toons are a bit of an oddball, but can be rewarding.

    The BIG issue, of course, is the endurance cost of Hover, and the fact that 'autofollow' with Hover stops you before you get into most melee range. (Thanks blasters!)

    So, hover scrapping is a more active, busier playstyle. However, if you can afford the End, (which is easier on a Claw) it is very fun indeed.

    Hover-scrapping is all about manueverability: It is a hard skill to learn to play melee in three dimensions. But, many mapsets that are downright terrible to deal with on the ground become quite simple if you can just fly about. The 'cake room' for example, is no big deal on a hover scrapper.

    As for IO's, well, it's a multi-faceted decision process.

    1) Do I care for enhancement bonuses or set bonuses more for a particular power?
    2) What is the overall thrust of my build effort?
    3) How many slots does it take to get the bonuses (both set and enhance) I want in a given number of powers?
    4) What am I giving up by placing slots and sets toward a given goal?


    For a claw/sr, I'd look at +hp's, +recovery, +regen, +recharge, and +defense as your global targets. But, because of the way claws/sr plays, I'd not get tunnel vision on any of them, and instead shoot for medium levels of all.

    Hope that helps!

    Also, maybe work up a sample build, toss it up and let's take a look at it!
  11. Aw, nuts, your datalink is broken....


    Ok, this is a good effort, but unfortunately, you didn't realize a few basic principals:

    1) Slot your attacks! Every attack should get at LEAST four slots, and better five or six.

    2) Enhancement Diversification: To simplify, more than three enhancers of a given type give you no additional benefit.


    Rather than type out a huge list of recommendations, this time I went ahead and tossed together an example build. It's not terribly great, (it loses a couple of set bonuses due to Rule of Five restrictions for example) but it is solid and has the advantage that every single enhancer on it can be gotten for zero influence if you're just willing to work at some tf's and tip missions.

    Plus, this build is solid: It Will Perform Well. Not incredibly, but especially on a team with a few buffs, you will not be embarrassed.

    Here ya go:

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Will Strongblade: Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Hack -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Acc/EndRdx/Rchg(34)
    Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(15), Numna-Heal(31), Numna-Heal/EndRdx(39), Numna-Heal/EndRdx/Rchg(43), Numna-Heal/Rchg(43)
    Level 2: Slice -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(3), Erad-Acc/Rchg(5), Sciroc-Acc/Dmg/EndRdx(7), Sciroc-Dmg/EndRdx(11), Achilles-ResDeb%(39)
    Level 4: Mind Over Body -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(15), Aegis-ResDam/EndRdx/Rchg(39)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(45)
    Level 8: Parry -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Acc/EndRdx/Rchg(50)
    Level 10: Indomitable Will -- RedFtn-Def/EndRdx(A)
    Level 12: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(40), LkGmblr-Def(40)
    Level 14: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(42), Numna-Heal/EndRdx/Rchg(43)
    Level 16: Rise to the Challenge -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(17), Numna-Heal(17), Numna-Heal/EndRdx(37), Numna-Heal/EndRdx/Rchg(37), Numna-Heal/Rchg(42)
    Level 18: Whirling Sword -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-Dmg(19), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(42)
    Level 20: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21)
    Level 22: Super Jump -- Winter-ResSlow(A)
    Level 24: Boxing -- Empty(A)
    Level 26: Disembowel -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(27), Mako-Acc/Dmg(27), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(34)
    Level 28: Heightened Senses -- Ksmt-ToHit+(A), LkGmblr-Rchg+(31), LkGmblr-Def(37), LkGmblr-Def/EndRdx(40)
    Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(36)
    Level 32: Head Splitter -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(33), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Rchg(34)
    Level 35: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Rchg+(36)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(45)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- P'Shift-End%(A), RgnTis-Regen+(45), Mrcl-Rcvry+(46)
    Level 47: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-ToHit/Rchg(50), GSFC-ToHit(50)
    Level 49: Strength of Will -- Aegis-Psi/Status(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(46)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Acc(23)
  12. Quote:
    Originally Posted by Spiritchaser View Post
    I'm not sure that it makes sense to discount fire, dark or electrical with positional def bonuses to shore up parry...

    Unless the scrapper invul taunt aura is THAT superior to dark/electric/fire damage auras...

    It is.

    It really is.... (sigh)

    A bs/sd is one of the toughest scrapper combos possible when built and played properly.

    A bs/inv is even tougher, and could EASILY serve as a 'tanklet'. However, it pays for that level of durability with lower damage and boy, does it use endurance....

    If you get a good build and play it properly, a bs/inv will not disappoint on the toughness.
  13. First, welcome to CoH! It's a great game, ain't it?

    Second, I love this build of yours. It is proof positive of one of the greatest strengths of the game, which is that it is fun for everyone.

    As you may have gathered by prior posts, your build is pretty far from 'optimum.' But that doesn't matter a fig, as long as you're having fun.

    Now, that said, you state you want to be 'as powerful as possible', and you're in luck. BS/wp has enormous potential for survivability, and pretty decent damage output to boot.

    I'm not just going to post up a rebuild, I think you'll have a lot more fun if you tinker together something yourself. (I might be wrong.)

    The key thing here is layers of mitigation. You will want to construct and use all four, which BS/wp can give you very easily.

    First: Defense. You get this from Parry, your defense powers, and pool powers. Consider combat jumping, weave, and manuevers.

    Second: Resists. You get this from your defense powers and pool powers. Take and slot your armors (three Aegis's or four Reactive Armors are good choices). Take Tough.

    Third: Healing. You get this from your defense powers and pool powers, as well as slotting. Rise to the Challenge is your strongest healing power by a wide margin, you want it well enhanced for healing and to-hit debuffing. (To-hit debuff to your foes is roughly the same as more +defense for yourself, see #1 above.)

    Fourth: Active mitigation. This is, for BS, knockup and knockdowns. Take those attacks and use them frequently on tough/nasty bad guys. To maximize this effect, you will want some recharge, so look at hasten. You'll also need endurance, so take Quick Recovery and be sure to slot it and Stamina as well. Look hard at Physical Perfection. More recharge also translates directly to more damage, which is the ultimate form of active mitigation: An arrested foe can't hurt you.

    Hopefully this is helpful, if you have any more questions, ask away!
  14. Quote:
    Originally Posted by Brenzo View Post
    Just wondering if there are any good aoe dmg tank build, just like the title says. something that can take the damage of huge mobs, and still kill them. maybe a farmer build? not sure.... but id like to use it more for pve. does ice / fire still work with ice patch, blazing aura, and consume? or something else all together? if someone could post a build it'd be lovely!
    For an AOE tank damage build, the discussion begins and ends with fire/fire.

    I understand the sd/ devotees, but I am sorry: fire does more damage.

    sd/ is a fine primary (I love all of mine) and AAO is truly awesome in a crowd, but fiery embrace, after the changes, isn't merely better, it is enormously better.

    FE's damage increase is not affected by the tanker damage cap, and is increased by damage buffs on the tanker.

    Plus, burn does MUCH more damage over time than shield charge, and of course, fire/ also has a damage aura which is increased by fiery embrace abd buildup.

    Combust is a critcal power as well, because it has a large radius: It is the 'opener' attack, which can be used while the spawn is still dispersed.

    Typically, I approach a spawn at speed and pick a boss. I charge into melee range and fire combust. I then use my tier one on the boss for bruising and fire flaming sword circle and burn. Then combust again, then greater fire sword, then fire sword circle, etc, etc.

    The storm cloud of orange numbers is impressive indeed, as all those dots start stacking from all the aoe's.

    sd does very very well, but nothing beats a fire storm.

    Now granted, a fire tank pays dearly for that damage output, but I'm willing to live with that. Debt is just a measure of how much awesome you're generating.
  15. Quote:
    Originally Posted by Xinner View Post
    I am worried about the lack of psi protection.

    Is it a dealbreaker for Invul?
    No. There just isn't that much psi in the game, to be blunt.

    Quote:
    I fear carnies and arachnos will eat it alive.
    For a well-constructed Inv, the only dangerous carnies are the Master Illusionist bosses, and those are dangerous to almost everybody. If you have high defenses (softcap or go home), keep your hit points at cap, and have a decent amount of regen, Inv does just fine.

    For Arachnos, the only dangerous ones are the Tarantula's, with that giant defense debuff. KILL THOSE FIRST. After that, Arachnos is cake for a solid Inv.


    Quote:
    Also what is the best primary to go with invul?
    Claws. You get followup, a damage buff power that's part of your attack chain, focus which is a ranged knock-down, slash, which is a defence debuffing attack, and the awesome AOE of Spin. Throw in strike as some lowby filler, and you're good to go.

    Plus it's light on end and looks nice too.
  16. Lots of AE baddies have enhanced to-hit. The last time I looked, for example, if the bad guys rez, they wake up with a 30 percent to-hit buff. (ow)

    Some of the melee sets (esp the ones with fewer debuffs) have seriously enhanced base to-hit numbers. Think Mace, for example.


    Long story short: The Devs, to discourage abusive over-farming, have expended some effort to make every bad guy equally...er...bad. So a lot of them won't debuff you, but they have some extra to-hit baked right in.

    So, yeah. 70 percent for certain baddies is not at all out of line. I have a particular bad-guy faction that ostensibly 'soft-capped' toons have to chow numerous purples to handle.

    If you're looking for challenge, AE has BY FAR the toughest things you can face in-game.
  17. mauk2

    MA/Inv is good?

    Okay, some thoughts:

    Impervious Girl? Great name!

    This build will kick serious butt just as presented: It's got hard-capped hitpoints, 37 hp/sec regen, softcapped s/l, and with the recharge/heal alpha slot, would kick MUCH butt.


    That said, I could see some places to tweak a bit.

    Six-slotted Invincibility: The ideal slotting for Invince is three Cytoskeletons. They are expensive, but SO worth it.

    ST attacks with 4 kinetic Combats and 2 Pounding Slugfests. This is where you got a decent chunk of regen, but I don't think it's worth it. Yes, your are a ma/inv, meaning you hit what you're aiming at, but you still should not completely neglect your accuracy slotting in every attack. I would strongly recommend giving up the regen (you don't need it) and putting the mako quad and acc/rech/end triple in each of those attacks.

    Only two pools? I reeaaalllly recommend you ditch unstoppable for combat jumping, it's a LOT of 'bang for the buck'.

    ...well, never mind. I got to tinkering and just built a sample of some things I'd do. This is WAY overcap for s/l if you hover-scrap, so you could swap out a second kinetic for more mako's if you decide you like hover-scrappin'.

    I could prolly squeeze in hasten (drop crane kick for it) but I'm not sure how attached you are to concept, and crane kick is soooo purty....


    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Impervious Girl: Level 50 Mutation Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Invulnerability
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Storm Kick -- Mako-Dam%(A), Mako-Acc/Dmg(3), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Acc/EndRdx/Rchg(7)
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(7), GA-3defTpProc(9)
    Level 2: Cobra Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Acc/EndRdx/Rchg(13)
    Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15), RctvArm-EndRdx/Rchg(17)
    Level 6: Hover -- RedFtn-Def/EndRdx(A)
    Level 8: Crane Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Acc/EndRdx/Rchg(21)
    Level 10: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-Heal(23), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(25), Dct'dW-Heal/EndRdx(25)
    Level 12: Focus Chi -- RechRdx-I(A)
    Level 14: Fly -- Zephyr-Travel/EndRdx(A)
    Level 16: Unyielding -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), Aegis-ResDam/EndRdx/Rchg(29)
    Level 18: Crippling Axe Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Acc/EndRdx/Rchg(33)
    Level 20: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(33)
    Level 22: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/Rchg(27), Aegis-ResDam/EndRdx(34)
    Level 24: Kick -- Empty(A)
    Level 26: Dragon's Tail -- C'ngBlow-Acc/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(36), C'ngBlow-Acc/Dmg(36), C'ngBlow-Dmg/EndRdx(37)
    Level 28: Invincibility -- HO:Cyto(A), HO:Cyto(37), HO:Cyto(37)
    Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(40)
    Level 32: Eagles Claw -- KntkC'bat-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(34), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(43)
    Level 35: Tough Hide -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(43), LkGmblr-Rchg+(45)
    Level 38: Warriors Challenge -- Mocking-Acc/Rchg(A), Mocking-Taunt/Rchg/Rng(39), Mocking-Taunt/Rng(39), Mocking-Taunt/Rchg(39), Mocking-Rchg(43)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- Numna-Heal(A), Numna-Heal/Rchg(45), RgnTis-Regen+(45), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(46), P'Shift-End%(46)
    Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Heal(A), Numna-Heal/Rchg(48), Numna-Regen/Rcvry+(50)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(50), P'Shift-End%(50)



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  18. mauk2

    MA/Inv is good?

    Quote:
    Originally Posted by FireWyvern View Post
    First time i hear that. O_O
    How does it work exactly? Is there a kick and a punch flying animation? Or is there only one flying animation? Does it cast the flying one no matter what you picked (kick or punch)?

    And if someone have a video of the animations, it would be awesome. =3

    There's unique flying animations for some of the kicks, although not all. Kicks only, they put these in WAAAAAAY before MA got punches. Before they did this, MA kicks would animate in the air just like they would on the ground. If you use MA punches while hovering, the top half of the toon animates the punch like normal, while the legs just sorta curl under and follow along.

    Heh, of course this was back in the days of original storm kick.... Ahhh, those were the days!

    Quote:
    Lets not spread misinformation. They're practically the same, only you're Hovering/Flying.
    What misinformation? Hell, I made a ma/sr toon long, long ago JUST because of these animations. Hovering above a fight is very cool, because it looks like you're tap-dancing on the baddies.

    Dammit, I should drag that toon back outta retirement, it was a blast.....
  19. mauk2

    MA/Inv is good?

    Quote:
    Originally Posted by Atomic_Woman View Post
    Speaking as a player returning from a nearly 2-year hiatus who's had an MA/Inv scrapper since Issue 1, this is surprising (and welcome) news. It was kind of a slog last time I played, what with the beating Inv kept taking seemingly patch after patch.



    This sounds interesting as well, since mine also flew. Hrmm.
    Well, I tinkered a bit on a MA/inv build a while back, and just went and dug it out of the pile-'o-builds, so take a look:


    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Steel Ballerina: Level 50 Science Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Invulnerability
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Storm Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(34), KntkC'bat-Dmg/EndRdx(36), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(40)
    Level 1: Resist Physical Damage -- Aegis-Psi/Status(A), Aegis-ResDam(39), Aegis-ResDam/EndRdx(39), S'fstPrt-ResDam/Def+(50)
    Level 2: Cobra Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(34), KntkC'bat-Dmg/EndRdx(36), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(40)
    Level 4: Dull Pain -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(5), Numna-EndRdx/Rchg(5), Numna-Heal/EndRdx(11), Tr'ge-Heal/Rchg(45), Tr'ge-Heal/EndRdx/Rchg(45)
    Level 6: Focus Chi -- GSFC-ToHit/Rchg(A), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(7), GSFC-ToHit(42), GSFC-ToHit/EndRdx(42), GSFC-Build%(42)
    Level 8: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11)
    Level 10: Boxing -- Empty(A)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(46)
    Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(45)
    Level 18: Crippling Axe Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(19), KntkC'bat-Dmg/EndRdx(34), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(40)
    Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21)
    Level 22: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(23), Aegis-ResDam/Rchg(23)
    Level 24: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/Rchg(25)
    Level 26: Dragon's Tail -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/EndRdx/Rchg(27), Erad-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(43), FrcFbk-Rechg%(43)
    Level 28: Invincibility -- HO:Cyto(A), HO:Cyto(29), HO:Cyto(29)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def/EndRdx(31)
    Level 32: Eagles Claw -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), KntkC'bat-Dmg/EndRdx(33), Mako-Acc/Dmg/EndRdx/Rchg(36), Mako-Acc/EndRdx/Rchg(39)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/Rchg(50)
    Level 38: Hasten -- RechRdx-I(A), RechRdx-I(46)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(43)
    Level 44: Physical Perfection -- RgnTis-Regen+(A), P'Shift-End%(48), P'Shift-EndMod/Acc(48), P'Shift-EndMod(48)
    Level 47: Super Jump -- Winter-ResSlow(A)
    Level 49: Unstoppable -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(46)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod(3)



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  20. mauk2

    MA/Inv is good?

    Quote:
    Originally Posted by Errant View Post
    So, I've had this MA/Inv Scrapper since I8, been slowly poking around with filling in an old build and I ran him through an ITF. And he didn't suck... which was different. So, after talking with my mates in SG chat, apparently both MA and Inv got buffs that slipped past me, and the combo is rather tasty. So, I figured I should poke my nose into making a new, better, shinier build.
    In my opinion, MA/inv is very high in the rankings of ultra-tough scrapper combos. As far as I can determine, DM/inv, BS/sd, and DM/sd are the only ones firmly ahead of it. Like most of the super-tough scrap builds, it leaves a bit on the table as regards AOE damage, but that can be helped a bit with epics and careful attack chain management.


    Quote:
    Also, back when he was anemic and resting after each spawn, the KD procs in Kin Combat were lifesavers for surviveability... so I'd like to keep those if possible.
    KD is very nice, but you won't be needing the survivability boost any longer if you seriously want to tool this guy up.

    Also, how do you like fighting while in hover? MA has unique flight-only animations for many powers, if you want to continue the 'flying' theme.
  21. Quote:
    Originally Posted by MeiLiLan View Post
    thanx for the input guys. i decided to go with a DM/SD as i already had one at lvl 20. still might make a ?/WP tho too lol
    DM/sd is a good choice, it will serve you well.
  22. As presented, the build will work fine: You Will Like.

    That said, I tweaked a bit anyway: On an invuln, do not obsess about softcap with only one foe in invincibility: If you are worried about one guy, it's an AV, and go get some fodder. Invuln THRIVES on crowds. I swapped out a bit of e/n for a bunch more f/c, too. s/l/e/n still caps easily in a crowd, you will never notice.

    I traded you out the fire epic for the mu: Technology and lightning seem to go together to me, and the KM can be kinda electric-y. Saved a power slot and got confront, the taunt sets are very nice set bonuses.

    I maxed out your epic AOE attack. although the purple would go a lot better in there. You will get more damage and more survivability with this build, just stay jammed in a crowd.

    Also, more recharge would be sweet, I'd point at the spiritual alpha to get hasten and power siphon up more. I started to rebuild dp with less recharge, then figured, ehn, let you tinker that if you want.

    Anyway:

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Technology Scrapper
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Invulnerability
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Hero Profile:
    Level 1: Body Blow -- Mako-Acc/Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(3), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11)
    Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(37), RctvArm-ResDam(40), RctvArm-ResDam/EndRdx/Rchg(40)
    Level 2: Smashing Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(25)
    Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam(13), RctvArm-ResDam/EndRdx/Rchg(15)
    Level 6: Power Siphon -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(7)
    Level 8: Dull Pain -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal(9), Dct'dW-Rchg(9), Dct'dW-Heal/Rchg(34), Numna-Heal/Rchg(37)
    Level 10: Hasten -- RechRdx-I(A)
    Level 12: Boxing -- Dsrnt-I(A)
    Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(43), RctvArm-ResDam(46)
    Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam/Rchg(43)
    Level 18: Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
    Level 20: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(23)
    Level 22: Resist Energies -- S'fstPrt-ResDam/Def+(A)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(37)
    Level 26: Focused Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
    Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
    Level 30: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(39)
    Level 32: Concentrated Strike -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg(33), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(34)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36)
    Level 38: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Rchg+(39)
    Level 41: Confront -- Mocking-Rchg(A), Mocking-Taunt/Rng(42), Mocking-Taunt(42), Mocking-Taunt/Rchg/Rng(42), Mocking-Acc/Rchg(43)
    Level 44: Mu Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
    Level 47: Ball Lightning -- Posi-Dmg/Rng(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Acc/Dmg(50), P'Shift-EndMod/Acc/Rchg(50)
    Level 49: Unstoppable -- TtmC'tng-ResDam/Rchg(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3)



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  23. Quote:
    Originally Posted by Dechs Kaison View Post
    I am shocked that you not once mentioned Dark Armor, which can easily surpass the survivability of even your invuln tankers in many situations, S/L damage included.
    While Dech's is woefully biased, in my experience the Dev's are aiming a lot of love at the resistance sets these days.

    /dark is...okay. I just can't get the hang of mine, but that's fine. Some people like them.

    /elec is...a monster with the right build. I've been saying this for a while now. Seriously. MONSTER.

    /fire.... Oh, fire tanks. The Dev's love you. They fixed Burn, and gave you Bruising, AND THEN gave you fiery embrace. Fire tanks got a HUGE buff to their AOE damage, and then a HUGE buff to their single target damage. Because we all know how little damage fire tanks did. The Alpha slot is also VERY kind to the /resist sets, and fire gets all that lovin' too.

    Aim for getting and slotting all your resist powers, and then start stacking on +def and +rech.

    Not cheap, but very full of the awesome.
  24. A fire tanker.

    I've run this several times, and it seems solid.

    Goliath War Walkers: Get you defenses to 30-ish and they're simple. Max recharge on healing flames get's it back plenty often enough. You should be buffed, these are Incarnate TF's, why are trying them with crappy teams? Also, GWW's and WW's have mad resists, get the Bruising rolling early, Power Analyzer shows it's a BIG help.

    Director11: Problematic. Not sure yet how much KB resist it'll take to keep him from punting you around. Obviously, more research is required. But even with KB, it's not difficult, just time consuming and a little embarrassing. As a bonus, your flopping about will trigger plenty of the prox's, keeps the squishy's awake.

    Bobcat: Hope your defense holds out, esp if she's buffed. She MIGHT be able to one/two-shot you through 80 percent resist, which is annoying. Be quick on the flames. If you can floor her tohit, (you should be buffed, remember?) not too terrible.

    Neuron: No issues to date, even when you drop Bobcat first. That might just be luck, need moar runs.

    Pylons: Oh, healing flames, I love you so much..... Slot HF for recharge, heal, and a bit of damage resistance. (Or use Alpha). If your recharge is where it should be, put HF on auto one minute before you hit the Pylons. (On last hotspot is where I hit it.) Pop yer hasten on the way in, and voila, you should hit the first tower with 90 percent toxic resist. Makes those things a cakewalk. If you don't have HF slotted that well, at a minimum it'll take only a small orange to get you in a fine place.

    Warwalkers: Cake. You ARE a tank, and you even do serious damage.

    Clocks: Oh, the plasma patches, hate hate hate. The way to handle is, race in, flaming sword circle, MOVE. Let them drop the patches in the center of the spawn where you were, then circle the edge cookin' them. Victoria's are SO nasty, they hit like they're droppin' anvils and debuff like crazy. Be quick on the healing flames and keep moving. Kill menders, so annoying.

    Battle Maiden: You're a fire tank, none of your defenses depend on being close to her, so MOVE. The taunt tactic I mention above works fine, after three taunts stack on her she has to chase you. Fire tanks can be very quick on their feet, so the joust back and forth tactic also works fine. (Don't use super speed, she loses aggro very easily.) Dragging her in circles is a little iffy, because the patches start dropping quicker and you'll run yourself running into one if you're not paying attention. (oops)

    All things said, I'm pretty sure a fire tank is a valid and excellent approach, as long as you have not neglected your build.

    But if you don't have a good toon, why are running Apex/Tin Mage?

    I think that's all the real sticking points off the top of my head....
  25. mauk2

    Assault

    Assault, like all the leadership pool powers, works best in teams.

    Yes, the individual buff is small. But it adds up. If you get a PUG with a tanker, and four scrappers, all with the leadership pool, it's 50 percent damage, 15 defense vs all and 35 percent to hit.

    For everybody.

    By far the 'pick of the litter' is manuevers, followed by tactics and assault, with the crowning glory of vengeance.

    It is hard to argue with armor-based toons taking vengeance. It's stopped many a team wipe right in it's tracks, that power has.