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Nemu
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Everything posted by Nemu
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No Descartes speaks wisdom my man. As he so eloquently puts it, "I assure you my good man, Rene is definitely 'down with the street'. Word up, my homie, as it were."
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You should try having fun with what you have instead of getting all Descartes up in this joint. But if you are truly seeking clarity: I scrap, therefore I am. That's the answer.
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I'd rank all the scrapper/brute/tanker sets, both attack and armor categories a DerPS factor of 11 out of 10. Stalkers sets get a DerPS factor of 8/10, those guys, you can't trust those guys to go full DerP. Complimented by the Eddy Gordo score of 10/10 - button mashers rejoice! Ninja training has entered chat.
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I took mine to 50 following a natural concept, so just ninja run + shinobi to get around. It's not the fastest but it'll do in the world of TTs and mission tps. In combat the un-suppressed movement is very nice with CJ, you can clear most vertical obstacles in mission maps without too much trouble. I'm just going to pretend energy torrent is water from my fire hose for my firefighter. Axe is an underplayed scrapper primary, hence my recommendation. It's a clone of mace, except all lethal and all kd/ku. The AoEs are good, the hits feel crunchy and satisfying. All the axe powers have a chance to KD/KU and that means 2 things - FF procs galore as you see in my build, and it's decent mitigation. I went all in on KD/KU and took energy torrent for more KD. In addition, /Nin can softcap without a whole lot of investment so that means more room for procs in attacks which diversify damage types, as you can see in my build. Ninjitsu on scrappers is very good, handles hami on LGTF very well because of the unresistable self heal and self end tool. The latter also offsets the end usage due to proc slotting on attacks and having to depend more on tactics/FA for additional to-hit. Slows are going to be trouble for Ninjitsu but that's solved with my build with the FF procs and the winter set slotting that offers 100% slow resistance. I also found hasten unnecessary. Is it nice? probably, but do I need it? nope. None of the powers in my toolkit have exceedingly long recharge times where hasten makes a meaningful difference. Plus the FF procs are a nice alternative for bursts of recharge without yet another click that I have to manage. So that's my breakdown. It's a rare breed not due to effectiveness but due to theme.
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I just took an Arch/ninja blaster to 50, that's about as close I'll get to playing a secondary that doesn't do damage. I ran a Citadel today and I can wipe a human spawn with rain of arrows + explosive arrow + fistful but when it comes to robots it takes me about the same time the rest of the team took to clear 2 groups to whittle down two mech bosses and that's with the ninja sword attacks tossed in the mix. I can't imagine how frustratingly slow it would be to only use your primary, which features a heavily resisted damage type, for those situations. That's my way of endorsing /EM. Taking your comments in consideration (no trip mine, meh on taser...etc...) The utility you get from field op and targeting drone can easily be replicated with IOs and pool picks. You can't say the same about replicating the damage options in /EM for /Dev. You might not need them all the time, but you'll be glad you have them when you do need them.
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I've spung up a few ranged softcap builds with epic resist shields that still took melee attacks. The melee single target attacks are great mako mules for the 3.75% ranged defense and you can still do fairly well getting in and out of melee and getting your licks in if you are mobile. S/L defense is secondary to ranged defense even in those cases because it's the ranged stuff that shut you down/whittle away at you. The key is knowing how to move, but as you said that's not a "relaxed" playstyle. But if you really want to skip all the melee stuff out of principal that's on you. Elec blast is not the best primary for that and I think you know that already.
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Defenses according to build, some resists so I know if debuffs hit. regen, recov, recharge, level shift (because the -3 bug is a pain), influence.
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It's all about marketing. AE farms get marketed a lot on gen chat/LFG, that's why the majority of the population think of AE that way. The majority of the population doesn't have time to read the forums and explore the nuances of game content. A lot of them don't know how to unlock midnighters/base tp/null the gull, they depend on people in game telling them what to do. These people do what's popular and they get all their info in game. I doubt moving good AE arcs to real core game cannon would change anything. People that farm will still farm and people that don't understand how to access game content will still be in the dark. If you want to change the perception of anything in game do it there, not here. It's just like forming teams, instead of lurking and waiting for someone to form a team go advertise the content you endorse. That's how AE farmers do it, that's how you do it if you want to promote good arcs/story content. I do agree with the need for better filters for AE though.
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The build doesn't do any damage because you skipped the damage dealing powers. You'd do more damage if you took more attacks. The last you build you posted isn't cheap either with all the pvp and purple sets, for that kind of investment you could have something like this - do more damage, and be more survivable: Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Electrical Blast Secondary Power Set: Electricity Manipulation Power Pool: Leaping Power Pool: Concealment Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Lightning Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(11) Level 1: Electric Fence -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(7), SprWntBit-Rchg/SlowProc(7), SprWntBit-Acc/Dmg/Rchg(9), SprWntBit-Dmg/EndRdx/Acc/Rchg(9) Level 2: Ball Lightning -- Artl-Acc/Dam(A), Artl-Dam/End(11), Artl-Dam/Rech(13), Artl-Acc/Dam/Rech(13), Artl-Acc/Rech/Rng(15), Artl-End/Rech/Rng(15) Level 4: Super Jump -- BlsoftheZ-ResKB(A) Level 6: Combat Jumping -- Ksm-ToHit+(A), WntGif-ResSlow(50) Level 8: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(45) Level 10: Stealth -- LucoftheG-Def/Rchg+(A) Level 12: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(17), StnoftheM-Acc/ActRdx/Rng(17), StnoftheM-Dmg/EndRdx/Rchg(21), StnoftheM-Dam%(21) Level 14: Charged Brawl -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(36), SprBlsWrt-Acc/Dmg/Rchg(37), SprBlsWrt-Acc/Dmg/EndRdx(37), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(37), SprBlsWrt-Rchg/Dmg%(40) Level 16: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(45) Level 18: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(19), LucoftheG-Def(19) Level 20: Force of Thunder -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(23), AbsAmz-Acc/Rchg(48), RopADop-Acc/Rchg(48) Level 22: Short Circuit -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(23), SprAvl-Acc/Dmg/Rchg(25), SprAvl-Acc/Dmg/EndRdx/Rchg(25), SprAvl-Rchg/KDProc(27) Level 24: Boxing -- Empty(A) Level 26: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(27) Level 28: Thunder Strike -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(29), Erd-Dmg(29), Erd-Acc/Dmg/Rchg(33), Erd-Acc/Dmg/EndRdx/Rchg(33), Mlt-Acc/Dmg/EndRdx(33) Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(31) Level 32: Thunderous Blast -- Artl-Acc/Dam(A), Artl-Dam/End(34), Artl-Dam/Rech(34), Artl-Acc/Dam/Rech(34), Artl-Acc/Rech/Rng(36), Artl-End/Rech/Rng(36) Level 35: Power Sink -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(40), PreOptmz-EndMod/Rech(40), PreOptmz-EndMod/Acc/End(43), PreOptmz-EndMod/Acc/Rech(43), PreOptmz-EndMod/End/Rech(45) Level 38: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(39), Rct-Def/EndRdx(39), Rct-ResDam%(39) Level 41: Shocking Grasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg(42), SprBlsCol-Rchg/HoldProc(43) Level 44: Tesla Cage -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(46), BslGaz-EndRdx/Rchg/Hold(46), BslGaz-Acc/EndRdx/Rchg/Hold(46) Level 47: Tactics -- EndRdx-I(A) Level 49: Vengeance -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(48), NmnCnv-Regen/Rcvry+(50) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(50) Level 50: Musculature Radial Paragon ------------ This combo leans heavily towards a melee blaster playstyle. If you try to force a pure ranged playstyle like you did, you will be sorely disappointed by it's performance. If you are truly afraid of going in melee with a blaster, try sentinels. Elec blast is better tuned on that AT.
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Anyone interested in a Hardcore(permadeath) SG on Reunion
Nemu replied to gronbek's topic in General Discussion
I was thinking AR/Ninja. It ticks all the hardcore boxes. Melee - check Melee do good damage? - lol No aim/buildup - check Redraws galore - check Synergy - wut? Hardcore level - Chuck Norris There should be special badge for people that are hardcore enough to even make this combo. -
Anyone interested in a Hardcore(permadeath) SG on Reunion
Nemu replied to gronbek's topic in General Discussion
It's not hardcore if you aren't playing a melee blaster. Don't chicken out and play the "safe" ATs. If you gonna be hardcore, BE hardcore. -
That's Energize. It heals, gives you a regen boost, and reduces endurance cost globally dramatically, all the more reason to have it on auto.
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I don't think you'll see any practical difference in fury generation, you could argue that if you are spamming fault constantly as mitigation that'll cut into your fury generation because mobs aren't attacking you as much. There was a similar thread on Ice Armor which was notorious for lowering fury generation back on live, in which various posters dismissed that long standing claim with the fury changes on HC.
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Stone/dark is typically perceived as safer but that pairing is not for the faint of heart because it will absolutely wreck your end bar. You really need to invest in end recovery/end reduction if you are to make the combo work so depending on your budget for IOs, it may be a painful slog to 50. It does offer more single target damage than Elec/Dark at the cost of AoE, and the only AoE damaging power is available late at 32. Elec/Dark can be just as safe as Stone/dark except people usually skip lightning clap, whereas stone melee has fault which is an analog that people usually don't skip. Between Thunderstrike, Lightning clap and oppressive gloom you have a good chance to keep mobs around you flopping/disoriented. Elec is generally regarded as having more AoE potential, but the single target falls way behind stone melee. If you can stomach the leveling pains and have the budget to invest I'd go Stone/Dark. If you want to venture off the beaten path go Elec/Dark
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If the scrapper/sentinel version ever got ported to tanks it would be a really good hami tank. The stalker version may need some fine tuning, seems to me there are a few dud powers that while flavorful, are not used much. Given how the stalker ATO has really changed the game perhaps replace smoke bomb, as flavorful as it is, with the end regain power. I'd like to see all melee defense sets get at least 50% DDR outside of the T9 given how prevalent -def is. I don't feel that ninjitsu has enough layered mitigation to justify it's low DDR. The blaster version is poo, the damage for the melee attacks need to be adjusted up to be competitive with blaster melee powers from other sets. I'd love to have shinobi offer a few modes in addition to the +stealth and +movement buffs: Poison Blade- additional minor toxic damage added to all sword attacks - this should make Ninja Training melee attacks do the most damage among all blaster secondaries in their respective tiers. Shadow Assassin - original mode of occasional build up and the persistent small passive to hit and damage buffs. A third mode that complements ranged play - perhaps increased perception, increased range, and large passive to hit bonus. I can't decide on blaster smoke flash. It's very flavorful and very unique mitigation but the current state of the game makes it a skip because there aren't too many situations where I as a blaster would placate everyone and then not attack. I want to play blasters, not tactical retreat specialists.
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You won't get mezzed if mezzes can't hit you in the first place, food for thought. The reality is that you will still get mezzed, either with acrobatics or with high defenses, no matter how high your defense enemies still have a 5% chance to hit you. Acro will let you shrug off one hold but doesn't do anything against sleeps and stuns. Unlike acro, defense bonuses from sets still work when you are mezzed, so you are still a little bit harder to hit. Combining inspirations into breakfrees should be second nature to blasters and they can partially solve for the mez issue with breakfrees and rune of protection while leveling up, and clarion destiny when they get to incarnate levels. Regarding teaming, there will be times where you will be the lone blaster on an all melee team, or on a team with little support, and there will also be times where you are on teams with selfish support players that play poorly or don't adopt to team dynamics. It doesn't hurt to build for survival, blasters already do enough damage out of the gate. The idea of the holy trinity is greatly downplayed in this game, people will invite whoever and run content, and the reason why some of those "poorly balanced" teams do well is because people build for survival so they can take care of themselves. Here is an semi-budget example of a build using your powersets tuned for ranged defense. Some notes about the build: - It makes up for the loss of hasten by using the force feedback chance for 100% global recharge proc in many of the attacks. Those procs give you 100% increased global recharge for 5 seconds when they trigger and the sheer number of powers I put them in will increase the chances that you will get a trigger. - Energize is perma so you should not run into any endurance issues even with minimal investment of end recovery slotting. This should be your autopower. - There are IO sets for melee powers that have good bonuses for ranged defense, that's why total focus is included. The superior ATO slotted in TF gives you 5% ranged defense. - Bonfire with the kb-kd converter is a game changer, it will cause mobs in a large area to be continuously knocked down so you can pick them off. This is a must pick power for the typical hover blaster. - I took combat jumping because it provides complete immunity to immobilization. The difference between mez protection (combat jumping) vs resist (weave) is that resist only shorten the duration of the mez. - The chance to build up proc goes in aim, so when you use aim it gives you a build up effect too for more damage. - Your accuracy rating is 95% or more without tactics, and with tactics higher to buffer you against debuffs. - You have almost 60% resist to the most common damage types in the game, layered on top of your ranged defense. - Afterburner is a self affecting power but it also gives you increased flight speed and another place for a luck of the gambler 7.5% global recharge IO. Turn this on to travel around. - The power pick order is chosen so that when you run lower level content exemplared you are at ranged defense softcap by level 30 if you slot your powers with Attuned IOs (You don't need to attune the Armageddon purple set and the PvP IOs such as shield wall). With this build you don't need to hang back and wait for others to establish aggro before you start shooting, you can be much more aggressive. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Mutation Blaster Primary Power Set: Energy Blast Secondary Power Set: Energy Manipulation Power Pool: Flight Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Flame Mastery Hero Profile: Level 1: Power Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(7), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Power Thrust -- Acc-I(A) Level 2: Energy Torrent -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(3), Artl-Acc/Dam(15), Artl-Acc/Dam/Rech(15), Artl-Dam/End(17), Dtn-Acc/Dmg/EndRdx(17) Level 4: Fly -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(13) Level 6: Power Burst -- FrcFdb-Rechg%(A), Thn-Acc/Dmg(19), Thn-Acc/Dmg/EndRdx(19), Thn-Dmg/EndRdx(23), Thn-Acc/Dmg/Rchg(23) Level 8: Sniper Blast -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(9), StnoftheM-Acc/ActRdx/Rng(9), StnoftheM-Dmg/ActRdx/Rchg(11), StnoftheM-Dmg/EndRdx/Rchg(11) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(13) Level 12: Build Up -- RechRdx-I(A) Level 14: Aim -- GssSynFr--Build%(A) Level 16: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(27), NmnCnv-Heal/Rchg(37), NmnCnv-Heal/EndRdx/Rchg(37), NmnCnv-Heal(37), NmnCnv-Regen/Rcvry+(48) Level 18: Power Blast -- FrcFdb-Rechg%(A), Thn-Acc/Dmg(34), Thn-Acc/Dmg/Rchg(36), Thn-Acc/Dmg/EndRdx(36), Thn-Dmg/EndRdx(36) Level 20: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel(21), BlsoftheZ-Travel/EndRdx(21) Level 22: Boxing -- Empty(A) Level 24: Tough -- GldArm-3defTpProc(A), RctArm-ResDam/EndRdx(25), RctArm-ResDam/EndRdx/Rchg(25), RctArm-ResDam(48) Level 26: Explosive Blast -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(27), Artl-Acc/Dam(33), Artl-Acc/Dam/Rech(33), Artl-Dam/End(34), Dtn-Acc/Dmg/EndRdx(34) Level 28: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(29), ShlWal-Def(29), ShlWal-ResDam/Re TP(31) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(33) Level 32: Nova -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(42), Arm-Acc/Rchg(42), Arm-Dmg/EndRdx(42), Arm-Dam%(43) Level 35: Bonfire -- SuddAcc--KB/+KD(A), Artl-End/Rech/Rng(40), Artl-Dam/Rech(43), Artl-Acc/Dam/Rech(43) Level 38: Total Focus -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/Rchg(39), SprBlsWrt-Acc/Dmg/EndRdx(39), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(40), SprBlsWrt-Rchg/Dmg%(40) Level 41: Fire Shield -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(46), UnbGrd-ResDam(48), UnbGrd-ResDam/EndRdx(50) Level 44: Char -- Lck-Acc/Hold(A), Lck-Acc/Rchg(45), Lck-Rchg/Hold(45), Lck-EndRdx/Rchg/Hold(45), Lck-Acc/EndRdx/Rchg/Hold(46), Lck-%Hold(46) Level 47: Tactics -- EndRdx-I(A) Level 49: Afterburner -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel/EndRdx(50), BlsoftheZ-Travel(50) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Musculature Radial Paragon Level 50: Clarion Core Epiphany ------------ Once you understand the power of defense in this game you can try your hand at a melee blaster. It's an experience like no other and I'd be happy to teach you techniques that help you succeed.
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Sentinels. low learning curve, ranged, you don't need to worry about mez. As with any build they can be very sturdy with investment, and certain armor secondaries have self heal/end management/stealth tools so that leveling them is not a chore either. I think a xxx/ninjitsu sentinel will suit your goals well.
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I member when mobs stacked and you could one shot them, and yourself, with energy transfer. I member when you joined a low level TF beyond your level range you prayed to god you don't disconnect (ahem old skool posi). I member when fire/dev blasters were a thing and smoke grenade was OP, and there was a guide that told you to blast mobs on the street and then leave them because there will be street sweeping teams that will clean up the mess you made and you'd still get xp. I member when I learned jousting from pvpers. That completely changed the way I played this game. I member the nictus crystals that used to spawn in missions when a Kheldian was on the team. They were hard by yester-year's standards but a pushover now with IOs. Bring those back please!
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Mids will make your build planning a lot easier, but kudos for taking the time to put down your build on a spreadsheet. You'll be an expert with builds in no time! Here is the forum for Mids, you can download the application in the second sticky thread: https://forums.homecomingservers.com/forum/74-forum/ It's not perfect, there are errors in the mids database but it's mostly accurate, and it sure beats tracking everything on excel. I took your build and replicated it in mids, for other posters interested in helping out here it is: Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Mutation Blaster Primary Power Set: Energy Blast Secondary Power Set: Energy Manipulation Power Pool: Flight Power Pool: Speed Power Pool: Concealment Power Pool: Leaping Hero Profile: Level 1: Power Bolt -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(3), SprBlsWrt-Acc/Dmg/Rchg(3), SprBlsWrt-Acc/Dmg/EndRdx(5), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(5) Level 1: Power Thrust -- Empty(A) Level 2: Power Blast -- Empty(A), Empty(7), Empty(7), Empty(9), Empty(9) Level 4: Fly -- Srn-EndRdx/Fly(A), Srn-EndRdx(15) Level 6: Power Burst -- Empty(A), Empty(11), Empty(11), Empty(13), Empty(13) Level 8: Sniper Blast -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(15), StnoftheM-Acc/ActRdx/Rng(17), StnoftheM-Dmg/ActRdx/Rchg(17), StnoftheM-Dmg/EndRdx/Rchg(19) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21) Level 12: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(21), LucoftheG-Def(23), LucoftheG-Def/Rchg(23) Level 14: Energy Torrent -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(25), PstBls-Dmg/Rchg(25), PstBls-Dmg/Rng(31), PstBls-Acc/Dmg/EndRdx(31) Level 16: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(33), NmnCnv-Heal/Rchg(33), NmnCnv-Heal/EndRdx/Rchg(33), NmnCnv-Heal(34) Level 18: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(34), LucoftheG-Def/Rchg(36) Level 20: Build Up -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(36), AdjTrg-ToHit/EndRdx/Rchg(36), AdjTrg-EndRdx/Rchg(37), AdjTrg-Rchg(37) Level 22: Aim -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(37), AdjTrg-ToHit/EndRdx/Rchg(39), AdjTrg-EndRdx/Rchg(39), AdjTrg-Rchg(39) Level 24: Combat Jumping -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(40), RedFrt-EndRdx/Rchg(40), RedFrt-Def/EndRdx/Rchg(40), RedFrt-Def(42) Level 26: Explosive Blast -- JvlVll-Dam%(A), JvlVll-Acc/Dmg(27), JvlVll-Dam/Rech(27), JvlVll-Dam/End/Rech(29), JvlVll-Acc/End/Rech(29), JvlVll-Acc/Dmg/End/Rech(31) Level 28: Afterburner -- Srn-EndRdx(A), Srn-EndRdx/Fly(42) Level 30: Jump Kick -- Empty(A) Level 32: Nova -- Arm-Dmg(A), Arm-Dmg/Rchg(42), Arm-Acc/Dmg/Rchg(43), Arm-Acc/Rchg(43), Arm-Dmg/EndRdx(43) Level 35: Acrobatics -- EndRdx-I(A), EndRdx-I(45), EndRdx-I(45) Level 38: Power Boost -- RechRdx-I(A) Level 41: Invisibility -- EndRdx-I(A) Level 44: Stun -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(45), CrsImp-Acc/Dmg/Rchg(46), CrsImp-Acc/Dmg/EndRdx(46), CrsImp-Dmg/EndRdx/Rchg(46) Level 47: Total Focus -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(48), CrsImp-Acc/Dmg/Rchg(48), CrsImp-Acc/Dmg/EndRdx(48), CrsImp-Dmg/EndRdx/Rchg(50) Level 49: Phase Shift -- EndRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Heal-I(A), Heal-I(50) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(50) ------------ The blaster ATOs are unique, so you can't have 3 sets of them, hence the 5 empty slots in power blast and power burst. Before we start here is some recommended reading, it will help you understand how defense works in this game, it's not tremendously complicated compared to other games. https://dechskaison.blogspot.com/2011/01/why-is-softcap-so-important.html Here is another link that discusses accuracy, a bit more convoluted but worth a read Let's talk about ACC first, take a look at the ACC stat for energy torrent, it has a 95% acc rating against mobs +3 to you, which is the effective cap because you always have a 5% chance to miss no matter how high your ACC is. Now I'm going to slot hover with just one kismet +to hit IO and get rid of the set of luck of the gamblers which gives you 9% acc bonus and this is what happens: The higher acc rating buffers debuffs that some enemies throw out. I hope that gives you some perspective on the benefits of to-hit vs ACC. Now let's look at your survival, I hope you read the softcap article. This is what you have: Not much defense, not much resist. This is what high end blaster builds can have, the difference in survival is very noticeable. Getting these numbers is not cheap, but it can be done. Ranged hover blasters build for ranged defense softcap rather than typed defense and that is achievable too (and cheaper to do). Plus they often pair their softcap range defense with a resist epic shield so they can get 50+% resistance to a few damage types as well. General comments about what you have right now: Jump kick is unnecessary, you can replace that with a power from the epic pool. Acrobatics and phase shift are both relics in today's CoH but if you are going to keep them you don't need to 3 slot Acro with end reduction, just one will do. If you hop onboard the building for defense bandwagon you can sub those out all together for powers that align with your defense goal better. Hasten doesn't need to be 3 slotted at 50, you can using enhancement boosters and boost two level 50 recharge IOs, so you can shave a slot from hasten and put it somewhere else Assuming you have a PC, download mids, play around in it, figure out your build goals, ask more questions here, and we'll help you revise.
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It's a good place for a steadfast proc which brings it up to 21% resist to smashing and lethal, at the ED cap you are looking at about 29%. Is that 8% worth additional slots? It really depends on your build priorities, sometimes chasing set bonuses means you have to make compromises here and there. You don't need end redux anymore because SB and ID are now area buffs and also you have transference. Most fire/kins trollers I've seen play like derpy lol melee ATs, mass immob -> FS -> fireball because that what fire/kin farm builds did. If you are planning to be more team oriented you have to shift your mindset. Here are some team oriented fire/kin tips: SB and ID towards the end of a combat engagement so that the team is ready to go for the next engagement, even easier if your target a mob that's aggroed on to a teammate and apply those buffs through the mob. Sometimes for your own survival AoE is bad, stick to char for the harder targets and focus on support and let your teammates handle the fodder, take this advice to heart especially during lower level content where you don't have all your defenses and your are controls are not as effective. There are lowbie - mid level teams that do +2 or + 3 content and if you play like a noob fire/kin prepare to win noob prizes. If a teammate is in trouble select the teammate and fire off transfusion, works best on melee ATs since they are most likely targeting something next to them. The aggro monkeys are not necessary when you team, you got 7 other aggro monkeys that do a better job (maybe, can't trust the lol melee types though). When the lol melee runs ahead and leave the bosses behind, that's when you summon the aggro monkeys to do their job for them. There are lots of ways to build a fire/kin. Most go with a defense epic so they can get S/L defense among other types/positional so they can stay in melee and take advantage of FS. I think you can do just as well taking a resist epic and building for ranged defense, because things in melee range are going to get locked/burned down. So here is a semi-budget example of that. Mezzes is your biggest weakness so I took rune of protection and clarion. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Controller Primary Power Set: Fire Control Secondary Power Set: Kinetics Power Pool: Sorcery Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5) Level 1: Transfusion -- TchoftheN-Acc/Heal(A), ThfofEss-Acc/Heal(11), TchoftheN-Acc/EndRdx/Rchg(17), TchoftheN-Heal/HP/Regen/Rchg(17), ThfofEss-Heal/Rchg(21) Level 2: Fire Cages -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(5), SprWiloft-EndRdx/Rchg(7), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(7), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(9), SprWiloft-Rchg/Dmg%(9) Level 4: Mystic Flight -- BlsoftheZ-ResKB(A) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11) Level 8: Arcane Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(40), Thn-Dmg/Rchg(43), Thn-Acc/Dmg/Rchg(43), Thn-Acc/Dmg/EndRdx(43), Thn-Dmg/EndRdx/Rchg(46) Level 10: Siphon Speed -- PcnoftheT-Acc/Slow(A), PcnoftheT-Dmg/Slow(40), PcnoftheT-Acc/EndRdx(40), PcnoftheT-Rng/Slow(50), PcnoftheT-EndRdx/Rchg/Slow(50), PcnoftheT--Rchg%(50) Level 12: Flashfire -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(13), Stp-Acc/EndRdx(13), Stp-Stun/Rng(15), Stp-Acc/Stun/Rchg(15) Level 14: Boxing -- Empty(A) Level 16: Increase Density -- StdPrt-ResDam/Def+(A) Level 18: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-EndRdx/Rchg/Hold(19), BslGaz-Acc/EndRdx/Rchg/Hold(21) Level 20: Speed Boost -- WntGif-ResSlow(A) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(23), ShlWal-Def(23), ShlWal-ResDam/Re TP(25) Level 24: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx(27), UnbGrd-Rchg/ResDam(27), UnbGrd-ResDam/EndRdx/Rchg(31) Level 26: Bonfire -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(39) Level 28: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(29), Rct-Def/EndRdx(29), Rct-ResDam%(31) Level 30: Hot Feet -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(31), ScrDrv-Acc/Rchg(34), ScrDrv-Acc/Dmg/EndRdx(37), ScrDrv-Dam%(39) Level 32: Fire Imps -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(34), ExpRnf-+Res(Pets)(34) Level 35: Transference -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(36), PreOptmz-EndMod/Rech(36), PreOptmz-EndMod/Acc/End(36), PreOptmz-EndMod/Acc/Rech(37), PreOptmz-EndMod/End/Rech(37) Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39) Level 41: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-Rchg/ResDam(42), UnbGrd-Max HP%(42) Level 44: Dark Obliteration -- Artl-Acc/Dam(A), Artl-Dam/End(45), Artl-Dam/Rech(45), Artl-Acc/Dam/Rech(45), Artl-Acc/Rech/Rng(46), Artl-End/Rech/Rng(46) Level 47: Rune of Protection -- UnbGrd-ResDam(A), UnbGrd-EndRdx/Rchg(48), UnbGrd-Rchg/ResDam(48), UnbGrd-ResDam/EndRdx/Rchg(48) Level 49: Siphon Power -- Acc-I(A) Level 1: Brawl -- Empty(A) Level 1: Containment Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Vigor Core Paragon Level 50: Clarion Core Epiphany Level 50: Support Core Embodiment ------------
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Welcome to the best game evar! 1/4 and 2/3 probably mean difficulty. First number is the level increase in mobs, second is the spawn size. So 1/4 means mobs are +1 level relative to the mission and spawned for a team of 4. You can adjust your difficulty through the little speech bubble icon at the bottom right of the chat box where you type. There are options for notoriety there. Pack mentality is a autopower, under your health bar there are buff icons, right click there and unselect the hide autopowers radial dial and you'll start seeing pack mentality stacks.
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Yup, as with all other builds, you gotta pay to win. DA on SOs is painful and an exercise of sheer willpower. With Dark armor it's more like pay to get your endurance under control, then pay again to be less squishy. Here is a semi budget endgame build, no purples, no winters, no ATOs, but a few essential PVP IOs. It'll do ok, until you face things that slow you. Don't skip your early attacks, without them you don't have an attack chain. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Dark Armor Secondary Power Set: Kinetic Melee Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Energy Mastery Hero Profile: Level 1: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-Max HP%(5) Level 1: Quick Strike -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(7), TchofDth-Dmg/Rchg(34), TchofDth-Acc/Dmg/EndRdx(34), TchofDth-Dmg/EndRdx/Rchg(36), TchofDth-Dam%(36) Level 2: Body Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(36), Mk'Bit-Dmg/Rchg(37), Mk'Bit-Dam%(37), Mk'Bit-Acc/Dmg/EndRdx/Rchg(37), Mk'Bit-Acc/EndRdx/Rchg(40) Level 4: Super Jump -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(5) Level 6: Obsidian Shield -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(33), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Rchg/ResDam(33) Level 8: Smashing Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(9), Mk'Bit-Dmg/Rchg(9), Mk'Bit-Acc/EndRdx/Rchg(11), Mk'Bit-Acc/Dmg/EndRdx/Rchg(11), Mk'Bit-Dam%(15) Level 10: Murky Cloud -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(17), UnbGrd-ResDam/EndRdx/Rchg(19) Level 12: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(13), LucoftheG-Def(13) Level 14: Combat Jumping -- Ksm-ToHit+(A), LucoftheG-Def/Rchg+(15), LucoftheG-Def(43) Level 16: Dark Regeneration -- ThfofEss-+End%(A), TchoftheN-Heal/HP/Regen/Rchg(19), TchoftheN-Acc/Heal(21), TchoftheN-Acc/EndRdx/Heal/HP/Regen(21), Mlt-Acc/EndRdx(23), ThfofEss-Acc/EndRdx/Rchg(23) Level 18: Boxing -- Empty(A) Level 20: Power Siphon -- RechRdx-I(A) Level 22: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-ResDam(43), UnbGrd-ResDam/EndRdx(43), UnbGrd-Rchg/ResDam(46) Level 24: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(25), Rct-Def/EndRdx(25), Rct-ResDam%(27) Level 26: Oppressive Gloom -- RopADop-Acc/Stun(A) Level 28: Burst -- Obl-Dmg(A), Obl-Acc/Rchg(29), Obl-Dmg/Rchg(29), Obl-Acc/Dmg/Rchg(31), Obl-Acc/Dmg/EndRdx/Rchg(31), Obl-%Dam(31) Level 30: Death Shroud -- ScrDrv-Acc/Dmg(A), ScrDrv-Acc/Dmg/EndRdx(42), Mlt-Acc/Dmg/EndRdx(42), Mlt-Dmg/EndRdx(42) Level 32: Taunt -- Range-I(A) Level 35: Conserve Power -- RechRdx-I(A) Level 38: Concentrated Strike -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(39), Mk'Bit-Dmg/Rchg(39), Mk'Bit-Acc/EndRdx/Rchg(39), Mk'Bit-Acc/Dmg/EndRdx/Rchg(40), Mk'Bit-Dam%(40) Level 41: Physical Perfection -- PrfShf-End%(A) Level 44: Energy Torrent -- Artl-Acc/Dam(A), Artl-Dam/End(45), Artl-Dam/Rech(45), Artl-Acc/Dam/Rech(45), Artl-Acc/Rech/Rng(46), Artl-End/Rech/Rng(46) Level 47: Focused Burst -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(48), Thn-Dmg/Rchg(48), Thn-Acc/Dmg/Rchg(48), Thn-Acc/Dmg/EndRdx(50), Thn-Dmg/EndRdx/Rchg(50) Level 49: Cloak of Fear -- EndRdx-I(A), SphIns-%ToHit(50) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(7) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Cardiac Core Paragon ------------ And since everyone is posting their DA/MA builds here I'll throw mine in as well: OMG no body mastery!!! Sacrilege... Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Karate Panda: Level 50 Magic Tanker Primary Power Set: Dark Armor Secondary Power Set: Martial Arts Power Pool: Leaping Power Pool: Fighting Ancillary Pool: Earth Mastery Hero Profile: Level 1: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-ResDam/EndRdx/Rchg(13), UnbGrd-Max HP%(19), UnbGrd-Rchg/ResDam(33) Level 1: Thunder Kick -- Acc-I(A) Level 2: Storm Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/EndRdx/Rchg(3), KntCmb-Knock%(9), HO:Nucle(9) Level 4: Cobra Strike -- SprMghoft-Acc/Dmg(A), SprMghoft-Acc/Dmg/Rchg(5), SprMghoft-Dmg/EndRdx/Rchg(5), SprMghoft-Acc/Dmg/EndRdx/Rchg(7), SprMghoft-Rchg/Res%(7) Level 6: Super Jump -- WntGif-ResSlow(A), BlsoftheZ-ResKB(29) Level 8: Murky Cloud -- Ags-ResDam/EndRdx(A), Ags-ResDam(13), Ags-ResDam/EndRdx/Rchg(17), Ags-Psi/Status(42) Level 10: Obsidian Shield -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(11), StdPrt-ResDam/EndRdx(19) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(34) Level 14: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(15), ShlWal-Def(15), ShlWal-ResDam/Re TP(17) Level 16: Dark Regeneration -- ThfofEss-+End%(A), TchoftheN-Acc/Heal(34), SprAvl-Rchg/KDProc(37), SprAvl-Acc/Dmg/Rchg(40), TchoftheN-Acc/EndRdx/Rchg(40), TchoftheN-Acc/EndRdx/Heal/HP/Regen(46) Level 18: Boxing -- Empty(A) Level 20: Dragon's Tail -- FrcFdb-Rechg%(A), SprAvl-Acc/Dmg(21), SprAvl-Acc/Dmg/EndRdx/Rchg(21), Erd-%Dam(23), Erd-Dmg(29), Erd-Acc/Dmg/EndRdx/Rchg(33) Level 22: Tough -- GldArm-3defTpProc(A), GldArm-End/Res(23), GldArm-ResDam(27) Level 24: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(25), Rct-Def/EndRdx(25), Rct-ResDam%(27) Level 26: Cloak of Fear -- CldSns-Acc/ToHitDeb(A), CldSns-ToHitDeb/EndRdx/Rchg(31), CldSns-Acc/EndRdx/Rchg(31), CldSns-Acc/Rchg(33) Level 28: Focus Chi -- HO:Membr(A) Level 30: Death Shroud -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(31), ScrDrv-Acc/Dmg/EndRdx(34), Mlt-Acc/Dmg/EndRdx(43) Level 32: Warrior's Provocation -- Range-I(A) Level 35: Crippling Axe Kick -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/Rchg(36), SprBlsCol-Dmg/EndRdx/Acc/Rchg(37), SprBlsCol-Rchg/HoldProc(37) Level 38: Eagles Claw -- SprGntFis-Acc/Dmg(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(39), SprGntFis-Acc/Dmg/Rchg(39), SprGntFis-Dmg/EndRdx/Rchg(39), SprGntFis-Rchg/+Absorb(40), SprGntFis-Dmg/Rchg(50) Level 41: Stone Prison -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(42), SprWntBit-Acc/Dmg/Rchg(42), SprWntBit-Dmg/EndRdx/Acc/Rchg(43), SprWntBit-Rchg/SlowProc(43) Level 44: Fossilize -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(45), SprEnt-End/Rchg(45), SprEnt-Acc/Hold/End(45), SprEnt-Acc/Hold/End/Rchg(46), SprEnt-Rchg/AbsorbProc(46) Level 47: Stalagmites -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Knock%(50) Level 49: Oppressive Gloom -- HO:Endo(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Ageless Radial Epiphany Level 50: Support Core Embodiment Level 50: Spectral Core Flawless Interface Level 50: Cardiac Core Paragon ------------
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According to homecoming stats this combo is second last behind Ice/SR in popularity. This makes it even cooler than my super stronk and pretty Titan/Energy Aura. So now I'm like super mega cool. Hold your applause and adulation please... Please.. 10/10 would recommend, just because. And if you are conflicted about theme do what I did - a firefighter gal who time traveled to cim and used her skills with a fire axe to defend herself from the Cim traitors and then time traveled again and learned the way of the ninja so now she's a ninja firefighter. Here, since I'm so super mega cool I'll even share a build with you Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Ninja Firefighter Vi: Level 50 Natural Scrapper Primary Power Set: Battle Axe Secondary Power Set: Ninjitsu Power Pool: Leaping Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Body Mastery Hero Profile: Level 1: Chop -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(9), SprScrStr-Acc/Dmg/Rchg(11), SprScrStr-Dmg/EndRdx/Rchg(11), SprScrStr-Acc/Dmg/EndRdx/Rchg(13), SprScrStr-Rchg/+Crit(13) Level 1: Ninja Reflexes -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(3), LucoftheG-Def(3) Level 2: Gash -- FrcFdb-Rechg%(A), SprBlsCol-Acc/Dmg(31), SprBlsCol-Dmg/EndRdx(34), HO:Nucle(37), TchofDth-Dam%(37), ExpStr-Dam%(37) Level 4: Danger Sense -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(5), LucoftheG-Def(5) Level 6: Shinobi-Iri -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(7), ShlWal-Def(7), ShlWal-ResDam/Re TP(9) Level 8: Swoop -- FrcFdb-Rechg%(A), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Dmg/EndRdx/Acc/Rchg(15), Hct-Dam%(17), Hct-Dmg(17), TchofDth-Dam%(31) Level 10: Kuji-In Rin -- HO:Ribo(A) Level 12: Combat Jumping -- Ksm-ToHit+(A), WntGif-ResSlow(39) Level 14: Build Up -- GssSynFr--Build%(A) Level 16: Seishinteki Kyoyo -- SynSck-EndMod(A), SynSck-EndMod/Rech(40), SynSck-EndMod/+RunSpeed(42) Level 18: Whirling Axe -- FrcFdb-Rechg%(A), SprAvl-Dmg/EndRdx(19), SprAvl-Acc/Dmg(19), HO:Nucle(21), Erd-%Dam(21), Obl-%Dam(25) Level 20: Kuji-In Sha -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(42), Pnc-Heal/Rchg(42), Pnc-Heal/EndRedux/Rchg(43), Pnc-Heal(43) Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(23), LucoftheG-Def/EndRdx/Rchg(23), LucoftheG-Def(25) Level 24: Tactics -- HO:Cyto(A) Level 26: Cleave -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(27), SprCrtStr-Acc/Dmg/Rchg(27), SprCrtStr-Dmg/EndRdx/Rchg(29), SprCrtStr-Acc/Dmg/EndRdx/Rchg(29), SprCrtStr-Rchg/+50% Crit(31) Level 28: Boxing -- Empty(A) Level 30: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(39), StdPrt-ResKB(39), UnbGrd-ResDam/EndRdx(40), UnbGrd-ResDam/EndRdx/Rchg(40), UnbGrd-Max HP%(43) Level 32: Pendulum -- FrcFdb-Rechg%(A), FuroftheG-ResDeb%(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx/Rchg(33), Arm-Dam%(34), Arm-Dmg(34) Level 35: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-ResDam%(36) Level 38: Focused Accuracy -- EndRdx-I(A) Level 41: Physical Perfection -- PrfShf-End%(A) Level 44: Energy Torrent -- FrcFdb-Rechg%(A), Ann-ResDeb%(45), SprFrzBls-Acc/Dmg(45), SprFrzBls-Acc/Dmg/EndRdx(45), Bmbdmt-Dam(46), Bmbdmt-+FireDmg(46) Level 47: Blinding Powder -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(48), CrcPrs-Acc/Conf/Rchg(48), CrcPrs-Acc/Rchg(48), CrcPrs-Conf/EndRdx(50), CrcPrs-Conf%(50) Level 49: Bo Ryaku -- GldArm-3defTpProc(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(46), Mrc-Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------ Join the cool people club today!
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Attuned IOs allow you to get those set bonuses even when you exemp down to their minimum level range and the IOs scale with your level. There is no reason not to IO as you go if you have the budget. You could have been following your recharge plan with attuned lotgs, doctored wounds, crushing impact, obliteration, and swap out a set of crushing/obliteration for their purple counterparts when you hit 50. Also take a look at this thread, it highlights key factors for regen survival has a few builds, I'm sure you can take the info there and apply it to your scrapper I'm also a fan of whirlwind with the KD proc on regen. Regen can handle the end drain and it does an ok job knocking mobs down. Dark makes this even more manageable with dark consumption and a theft of essence proc in drain life. Plus WW is also a place to put a force feedback proc and that fits into your recharge strategy, especially if your build focuses on defense softcap first.
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Vet rewards help farmers and casual players alike. I know many people in my coalition that don't farm, they don't even know where to even begin making IO builds let alone min/maxing, they are reluctant to do Apex/Tiin because it's always speed and they can't keep up and die often, they don't do a lot of itrials because they are timid and they don't know what to do and they really don't want to invest the time to learn. The only assured way they can T3/4 their incarnates is through vet rewards. Stripping vet rewards would hurt that demographic the most as the end game will become even more of a grind for them. Many of us have conscious or unconscious bias towards farming but that should not be the only basis for our arguments for or against vet rewards. People play this game because they enjoy this game, farmers and casuals alike, and surely we can suggest something that helps everyone. Also, I'm still pushing for null the gull's temp power at vet level 9999. For the crazy badge hunters out there give it a badge "Gullified" or "OmnipoGULLLL!!!!"