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Due Regard

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Everything posted by Due Regard

  1. So, rolled Staff/SR, been leveling him solo through TF's and Ouros and whatnot. Up to 48 with mostly commons. Currently have Weapons Mastery for concept... but the pain of using any attack outside of Staff and missing both Staff and Assassin's Focus stacks means I'm swapping over to Body Mastery. No need for Guarded Spin/Elude, since I'm 49%+ to all. Lastly, Eye of the Storm, Serpent's Strike, and Sky Splitter are placeholder sets, which will be replaced by the appropriate 5 slot of purples (not using Dam/Rech), once I get to 50. Currently have 2 wasted bonuses, will have only 1 extra 10% Regen when I get the purples. How can I make this better? Matrim - Hero Stalker Build plan made with Mids' Reborn v3.6.6 rev. 3 ────────────────────────────── Primary powerset: Staff FightingSecondary powerset: Super ReflexesPool powerset (#1): FightingPool powerset (#2): SpeedPool powerset (#3): LeapingPool powerset (#4): LeadershipAncillary powerset: Body Mastery ────────────────────────────── Powers taken: Level 1: Precise Strike A: Superior Assassin's Mark: Accuracy/Damage3: Superior Assassin's Mark: Damage/RechargeTime3: Superior Assassin's Mark: Accuracy/Damage/RechargeTime5: Superior Assassin's Mark: Damage/Endurance/RechargeTime5: Superior Assassin's Mark: Accuracy/Damage/Endurance/RechargeTime7: Superior Assassin's Mark: RechargeTime/Rchg Build Up Level 1: Hide A: Luck of the Gambler: Defense/Increased Global Recharge Speed7: Shield Wall: Defense9: Shield Wall: +Res (Teleportation), +5% Res (All)9: Shield Wall: Defense/Recharge11: Gift of the Ancients: Defense/Increased Run Speed Level 2: Mercurial Blow A: Overwhelming Force: Accuracy/Damage15: Overwhelming Force: Accuracy/Damage/Endurance17: Overwhelming Force: Damage/Endurance/Recharge17: Overwhelming Force: Accuracy/Damage/Endurance/Recharge19: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown19: Achilles' Heel: Chance for Res Debuff Level 4: Focused Senses A: Luck of the Gambler: Defense/Increased Global Recharge Speed21: Luck of the Gambler: Defense/Endurance21: Luck of the Gambler: Defense Level 6: Assassin's Staff A: Superior Stalker's Guile: Accuracy/Damage23: Superior Stalker's Guile: Accuracy/Damage/Recharge23: Superior Stalker's Guile: Damage/Endurance/Recharge25: Superior Stalker's Guile: Accuracy/Damage/Endurance/Recharge25: Superior Stalker's Guile: Recharge/Chance to Hide27: Touch of Death: Chance of Damage(Negative) Level 8: Build Up A: Gaussian's Synchronized Fire-Control: Chance for Build Up27: Gaussian's Synchronized Fire-Control: To Hit Buff29: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge29: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance31: Gaussian's Synchronized Fire-Control: Recharge/Endurance31: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance Level 10: Focused Fighting A: Luck of the Gambler: Defense/Increased Global Recharge Speed31: Luck of the Gambler: Defense/Endurance33: Luck of the Gambler: Defense Level 12: Placate A: Invention: Recharge Reduction Level 14: Agile A: Gift of the Ancients: Defense/Increased Run Speed33: Gift of the Ancients: Defense33: Kismet: Accuracy +6% Level 16: Practiced Brawler A: Invention: Recharge Reduction Level 18: Eye of the Storm A: Obliteration: Damage34: Obliteration: Damage/Recharge34: Obliteration: Accuracy/Damage/Recharge34: Obliteration: Accuracy/Damage/Endurance/Recharge36: Obliteration: Chance for Smashing Damage36: Fury of the Gladiator: Chance for Res Debuff Level 20: Dodge A: Gift of the Ancients: Defense/Increased Run Speed36: Gift of the Ancients: Defense37: Reactive Defenses: Scaling Resist Damage Level 22: Serpent's Reach A: Decimation: Accuracy/Damage37: Decimation: Damage/Endurance37: Decimation: Damage/Recharge39: Decimation: Accuracy/Damage/Recharge39: Decimation: Chance of Build Up39: Devastation: Accuracy/Damage/Endurance/Recharge Level 24: Quickness A: Invention: Run Speed Level 26: Sky Splitter A: Crushing Impact: Accuracy/Damage40: Crushing Impact: Damage/Endurance40: Crushing Impact: Accuracy/Damage/Recharge40: Crushing Impact: Accuracy/Damage/Endurance42: Crushing Impact: Damage/Endurance/Recharge Level 28: Evasion A: Luck of the Gambler: Defense/Increased Global Recharge Speed42: Luck of the Gambler: Defense/Endurance42: Luck of the Gambler: Defense Level 30: Kick A: Invention: Accuracy Level 32: Tough A: Unbreakable Guard: +Max HP43: Steadfast Protection: Resistance/Endurance43: Steadfast Protection: Resistance/+Def 3%43: Unbreakable Guard: Resistance45: Gladiator's Armor: TP Protection +3% Def (All)45: Impervious Skin: Status Resistance/Regeneration Level 35: Weave A: Luck of the Gambler: Defense/Increased Global Recharge Speed45: Luck of the Gambler: Defense/Endurance46: Luck of the Gambler: Defense Level 38: Superior Conditioning A: Power Transfer: Chance to Heal Self46: Power Transfer: EndMod Level 41: Physical Perfection A: Power Transfer: Chance to Heal Self46: Panacea: +Hit Points/Endurance47: Panacea: Heal/Endurance47: Panacea: Heal/Recharge47: Panacea: Heal/Endurance/Recharge48: Panacea: Heal Level 44: Hasten A: Invention: Recharge Reduction48: Invention: Recharge Reduction Level 47: Combat Jumping A: Winter's Gift: Slow Resistance (20%)48: Launch: Jumping / Increased Jump Height Level 49: Assault A: Invention: Endurance Reduction ────────────────────────────── Inherents: Level 1: Assassination Level 1: Brawl A: Invention: Accuracy Level 1: Sprint A: Unbounded Leap: +Stealth Level 2: Rest A: Invention: Healing Level 1: Swift A: Invention: Run Speed Level 1: Hurdle A: Invention: Jumping Level 1: Health A: Numina's Convalesence: +Regeneration/+Recovery11: Miracle: +Recovery13: Preventive Medicine: Chance for +Absorb13: Regenerative Tissue: +Regeneration Level 1: Stamina A: Power Transfer: Chance to Heal Self15: Power Transfer: EndMod Level 1: Combo Level 1 Level 1: Combo Level 2 Level 1: Combo Level 3 ────────────────────────────── Accolades: Born In BattleHigh Pain ThresholdInvaderMarshal ────────────────────────────── Stats Breakdown: - Defense - Smashing: 22.86%Lethal: 22.86%Fire: 20.36%Cold: 20.36%Energy: 20.36%Negative: 20.36%Toxic: 16.61%Psionic: 16.61%Melee: 50.75%Ranged: 49.5%AoE: 57.07% - Resistance - Smashing: -946.35%Lethal: -946.35%Fire: -967%Cold: -967%Energy: -965.5%Negative: -965.5%Toxic: -992%Psionic: -992% - HP & Endurance - Regeneration: 3000%Max HP: 1688.92 | (Absorb: 337.78 -- 28.06% of base HP)End Recovery: 9.95/sEnd Use: 1.72/s End. (Net gain: 8.23/s)Max End: 119.37 - Movement - Run Speed: 47.74 mphJump Speed: 40.96 mphJump Height: 28.06 ftFly Speed: 0 mph - Stealth & Perception - Stealth (PvE): 0 ftStealth (PvP): 0 ftPerception: 800 ft - Misc - Haste: 271.25%ToHit: 46%Accuracy: 46%Damage: 231%End Rdx: 2.5%Threat: 200 - Status Protection - Held: 10.38Stunned: 10.38Sleep: 10.38Immobilized: 79.24Knockback: 10Repel: 0Confused: 10.38Terrorized: 0Taunt: 0Placate: 0Teleport: 100 - Status Resistance - Held: 16.25%Stunned: 16.25%Sleep: 76.8%Immobilized: 76.8%Knockback: 10000%Repel: 0%Confused: 16.25%Terrorized: 16.25%Taunt: 42.39%Placate: 42.39%Teleport: 200% - Debuff Resistance - Defense: 83.07%Endurance: 0%Recovery: 0%PerceptionRadius: 60%ToHit: 0%RechargeTime: 60%SpeedRunning: 60%Regeneration: 0% 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
  2. Yup, specifically a stalker... Okay, so it doesn't kick in until I go below 60% max HP... Current (level, any+HP from sets/accolades/buffs), class max, base (no enhancement/powers/accolades) max? I feel as tho I should start wanting to hit a green when I'm about 1/3-1/4 of my health bar left... to max resistances without getting gibbed by chips.
  3. Stupid question of the night: How do I read the kHitPoints variable for checking on powers - SR's passives, Radiation, et alia... Is it the difference from max, amount remaining? Does it matter if there are buffs to the base numbers via sets/accolades/powers? Trying to more accurately understand SR and how to play it...
  4. Crap, more dUmb folks? Maybe I shoUld move back to IndUmbitable... Welcome! <---Eran Rist - Kat/Reg Scrap on Legacy
  5. Came back to the game after a hiatus. Found a random pile of influence in my mail from Yomo... Went back and looked at this thread... Damn, nostalgia. Where is that "Final Thread"? Disregard, found it!
  6. Due Regard

    Too strong

    *gasp* Balance-herding!?
  7. Legacy, a level 50 villain was required to unlock VEAT's. Unsure why the forcespec design, but it was often viewed by players as a feature on HEAT's and other builds that a respec allowed you to slot powers with more slots than would normally be allowed for a given level.
  8. AFAIK and recall, this was also tested on Sentinels, Corruptors, and other two weapon users... Gonna tag who I remember posted on it: @Bill Z Bubba
  9. Weapon redraw does NOT affect DPS, only player perception of DPS. Source: Scrapper forums and exhaustive testing therein.
  10. DPA/DPS aside, my giant robot Beam/EnA loves having an Energy Sword. Rarely use it, though, as just beaming works great.
  11. The goal was balance, and give Tanks a new set to play with!
  12. Take it from /Shield and give it to /Ninjitsu? (I know I know, Tanker forums.)
  13. Isn't that the point of that entire pool?
  14. Scrapper Primary damage aura's Crit. Secondaries do not.
  15. Had this debate myself, with my Pokemon post. Was interesting to do it for someone else, and try to see how diverse I could make it. Claws/SR - Claws has the active, SR the passive mitigation. SR gives +Rech for blending, lets you focus on scrapping. A @Bill Z Bubba classic, even if they've gone traitor to the Tank side... (I keed, I keed) Dark/Bio - Add a little more mitigation for Bio, and a little more AoE for Dark Melee. Both want to be surrounded for PBAoE buffs. And both could be recolored to make some terrific, liquidy themes. Energy/Shield - I'm going for this myself, off of recommendations here... don't see a reason to deviate. Stupid damage Primary, backed by solid mitigation and MOAR damage from the secondary. Main caution (and one I haven't tested yet) is how obnoxious clipping on the shield could be. Yes, the only down check to this combo is cosmetic. Mace/Energy - Stronk/Pretty. Crunch. WM/EA so gud! (do I really need moar copy on this? A heal, +End, defense for +Rech, and stupid damage/mitigation from Mace vis bonks and KD/U - plus, a skippable T9 ult) MA/Invuln - If you're gonna kick someone in the face... do it with STYLE. Shiny fashion, flipping out. Ed Gruberman would approve. Bonus points for making this one a Hover scrapper just for the joy of wire-fighting with floating Dragon's Tail and Eagle's Claw. Staff/Dark - Staff has cones and AoE, and not great damage, but a tasty +EndRed toggle... And Dark Regen LOVES being cheaper to cast. Active mitigation from stunning (always run a Primary with stuns with DA) and KD/U, range for runners. And once you lick the End issues, change it up for more damage. Also - broom/dust ball concept. Sweeping up grime AND crime! Sword/Radiation - Either will work, I'm biased to Katana from history, but BS gives bigger CRUNCH. Rad is nearly a full package, but the bonus of -Def on your foes and +Def from your utility strike will make it even better. Bonus if you grab one of the more elemental/chunky sword options... wielding radioactive ore! Two Sword/Nin - Huge, green skin, blue bandana. Twin Ninja Swords. Enough utility from /Nin that you can focus on Dual Blades. Combos come close to the absurd chain, and are MUCH more viable without a 14% failure rate. Make sure to go Weapons Mastery for MOAR ninja shenanigans. Stone/Fiery - Mitigation from Stone, AoE and more damage from Fiery - Volcano, oil fire, forge (with more metally or crystally SM cosmetic)... concepts galore! Pillars of salt and flame! Make an angel! Make the enemies angels! Savage/Ice - Hunger... such hunger... The taste of flesh was a necessity in the arctic north, but now... now you crave it again... Cannibal/wendigo/polar bear/anthromorphic orca (those mofos kill for fun). Savage doesn't need much to be useful, which is great, since you want ALL of Ice. Again, both powersets want to be surrounded, so make it happen! TP in, and start shredding. Radiation/Stone - Rufus, the Demon Core. Criticality THIS! Be a nerdy/WWII/atomic-age reference. Run multiple damage auras. Encase yourself in your shell, and then ruin everyone's day as a result of it! Stone is becoming a new hotness for scrappers, and a little bit of extra AoE and damage never hurt anyone... except your targets. Street/Electric - StJ Combo system is combo's done right... Build and consume, not locked in chains. Also, amazing (read: obscene) damage... that pays for it with your end bar. Fortunately, /Elec solves that with drains and +EndRed. Quick attacks to minimize delays for mitigation clickies, VICIOUS animations, and some active mitigation on most attacks to shore up the lack of Def from /Elec. Side note: Bummed I missed the secondary post and discussion... c'est la vie, I chime in here. Also, would've love to mix some of 4/4 2nd Tiers with the 8/8 1st Tiers, but didn't think that was allowed/valid.
  16. An example "Huntsman" build - attacks all from the Soldier pool, but Secondary/Utility from Bane and Soldier. This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Arbiter Nevyn: Level 50 Magic Arachnos Soldier Primary Power Set: Bane Spider Soldier Secondary Power Set: Bane Spider Training Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Villain Profile: Level 1: Single Shot -- Apc-Dmg:50(A), Apc-Acc/Dmg/Rchg:50(3), Apc-Acc/Rchg:50(3), Apc-Dmg/EndRdx:50(5), Apc-Dam%:50(5), AchHee-ResDeb%:20(7) Level 1: Bane Spider Armor Upgrade -- GldArm-3defTpProc:10(A), GldArm-ResDam:50(7), GldArm-End/Res:50(9), UnbGrd-ResDam:50(9), UnbGrd-ResDam/EndRdx:50(11) Level 2: Burst -- SprSpdBit-Acc/Dmg:50(A), SprSpdBit-Dmg/Rchg:50(17), SprSpdBit-Acc/Dmg/Rchg:50(19), SprSpdBit-Dmg/EndRdx/Rchg:50(19), SprSpdBit-Acc/Dmg/EndRdx/Rchg:50(21), SprSpdBit-Rchg/Global Toxic:50(21) Level 4: Wolf Spider Armor -- StdPrt-ResDam/Def+:30(A), StdPrt-ResDam/EndRdx:30(23), StdPrt-ResKB:30(23) Level 6: Wide Area Web Grenade -- GrvAnc-Immob/Rchg:50(A), GrvAnc-Acc/Immob/Rchg:50(25), GrvAnc-Acc/Rchg:50(46), GrvAnc-Immob/EndRdx:50(48), GrvAnc-Hold%:50(48) Level 8: Heavy Burst -- DS:DSyncAccRange(A), DS:DSyncDamRange(27), PstBls-Acc/Dmg/EndRdx:50(27), Ann-Acc/Dmg/EndRdx:50(29), Ann-ResDeb%:50(29), PstBls-Dmg/Rng:50(31) Level 10: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(31), LucoftheG-Def/EndRdx:50(31) Level 12: Venom Grenade -- SprDmnofA-Acc/Dmg:50(A), SprDmnofA-Acc/Dmg/Rchg:50(33), SprDmnofA-Dmg/EndRdx/Rchg:50(33), SprDmnofA-Acc/Dmg/EndRdx/Rchg:50(33), SprDmnofA-Rchg/DmgFear%:50(34), Ann-ResDeb%:50(34) Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34) Level 16: Kick -- Hct-Dmg:50(A), Hct-Acc/Dmg/Rchg:50(25), Hct-Acc/Rchg:50(48), Hct-Dmg/EndRdx:50(50), Hct-Dam%:50(50) Level 18: Frag Grenade -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(36), SprFrzBls-Acc/Dmg/EndRdx:50(36), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(36), SprFrzBls-Rchg/ImmobProc:50(37), FrcFdb-Rechg%:50(37) Level 20: Tough -- UnbGrd-Max HP%:20(A), UnbGrd-ResDam:50(37), UnbGrd-ResDam/EndRdx:50(39), UnbGrd-ResDam/EndRdx/Rchg:50(39) Level 22: Mental Training -- Run-I:50(A) Level 24: Cloaking Device -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(39), LucoftheG-Def/EndRdx:50(40) Level 26: Weave -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(40), LucoftheG-Def/EndRdx:50(40) Level 28: Surveillance -- DS:DSyncAccDefDebuffToHitDebuff(A) Level 30: Maneuvers -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(42), LucoftheG-Def/EndRdx:50(42) Level 32: Tactical Training: Assault -- EndRdx-I:50(A) Level 35: Assault -- EndRdx-I:50(A) Level 38: Call Reinforcements -- ExpRnf-Acc/Dmg:50(A), ExpRnf-Dmg/EndRdx:50(42), ExpRnf-Acc/Dmg/Rchg:50(43), ExpRnf-+Res(Pets):50(43), CaltoArm-EndRdx/Dmg/Rchg:30(43), CaltoArm-+Def(Pets):30(45) Level 41: Combat Jumping -- Rct-ResDam%:50(A), Ksm-ToHit+:30(45), ShlWal-ResDam/Re TP:50(50) Level 44: Combat Training: Defensive -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(45), LucoftheG-Def/EndRdx:50(46) Level 47: Tactical Training: Leadership -- RctRtc-Pcptn:20(A) Level 49: Vengeance -- Prv-Absorb%:50(A) Level 1: Conditioning | Hidden Level 1: Brawl -- Acc-I:50(A) Level 1: Sprint -- UnbLea-Stlth:50(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I:50(A) Level 1: Hurdle -- Jump-I:50(A) Level 1: Health -- Pnc-Heal/+End:50(A), Mrc-Rcvry+:40(11), NmnCnv-Regen/Rcvry+:50(13), Pnc-Heal:50(46) Level 1: Stamina -- PwrTrns-+Heal:50(A), PwrTrns-EndMod:50(13), PrfShf-End%:50(15), PrfShf-EndMod:50(15), SynSck-EndMod/+RunSpeed:50(17) Level 50: Born In Battle Level 50: High Pain Threshold Level 50: Invader Level 50: Marshal ------------ ------------
  17. This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Penitentes: Level 50 Natural Scrapper Primary Power Set: Spines Secondary Power Set: Ice Armor Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Lunge -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(3), SprBlsCol-Acc/Dmg/EndRdx:50(3), SprBlsCol-Acc/Dmg/Rchg:50(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(5), SprBlsCol-Rchg/HoldProc:50(7) Level 1: Frozen Armor -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(7), LucoftheG-Def/EndRdx:50(9), ShlWal-ResDam/Re TP:50(9), Ksm-ToHit+:30(11), Rct-ResDam%:50(11) Level 2: Spine Burst -- OvrFrc-Acc/Dmg:50(A), OvrFrc-Acc/Dmg/End:50(13), OvrFrc-Dmg/End/Rech:50(13), OvrFrc-Acc/Dmg/End/Rech:50(15), OvrFrc-Dam/KB:50(15) Level 4: Hoarfrost -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(17), Prv-EndRdx/Rchg:50(17), Prv-Heal/Rchg:50(19), Prv-Heal/Rchg/EndRdx:50(19), Prv-Absorb%:50(21) Level 6: Build Up -- GssSynFr--Build%:50(A) Level 8: Impale -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(21), SprWntBit-Acc/Dmg/EndRdx:50(23), SprWntBit-Acc/Dmg/Rchg:50(23), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(25), SprWntBit-Rchg/SlowProc:50(25) Level 10: Wet Ice -- EndRdx-I:50(A) Level 12: Chilling Embrace -- EndRdx-I:50(A) Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27) Level 16: Glacial Armor -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(27), LucoftheG-Def/EndRdx:50(29) Level 18: Quills -- SprScrStr-Acc/Dmg:50(A), SprScrStr-Acc/Dmg/Rchg:50(29), SprScrStr-Dmg/EndRdx/Rchg:50(31), SprScrStr-Acc/Dmg/EndRdx/Rchg:50(31), SprScrStr-Rchg/+Crit:50(31) Level 20: Energy Absorption -- GifoftheA-Def/EndRdx:40(A), GifoftheA-EndRdx/Rchg:40(33), GifoftheA-Def/EndRdx/Rchg:40(33), GifoftheA-Run+:40(33), EffAdp-EndMod/EndRdx:50(49) Level 22: Kick -- Acc-I:50(A) Level 24: Tough -- Ags-ResDam:50(A), Ags-ResDam/EndRdx:50(34), Ags-ResDam/EndRdx/Rchg:50(34) Level 26: Ripper -- SprCrtStr-Acc/Dmg:50(A), SprCrtStr-Dmg/Rchg:50(34), SprCrtStr-Acc/Dmg/Rchg:50(36), SprCrtStr-Dmg/EndRdx/Rchg:50(36), SprCrtStr-Acc/Dmg/EndRdx/Rchg:50(36), SprCrtStr-Rchg/+50% Crit:50(37) Level 28: Permafrost -- StdPrt-ResDam/Def+:30(A), UnbGrd-Max HP%:50(37), GldArm-3defTpProc:50(37), Ags-Psi/Status:50(47) Level 30: Weave -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(39), LucoftheG-Def/EndRdx:50(39) Level 32: Throw Spines -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(39), SprFrzBls-Acc/Dmg/EndRdx:50(40), SprFrzBls-Acc/Dmg/Rchg:50(40), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(40), SprFrzBls-Rchg/ImmobProc:50(42) Level 35: Icicles -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(42), SprAvl-Acc/Dmg/EndRdx:50(42), SprAvl-Acc/Dmg/Rchg:50(43), SprAvl-Acc/Dmg/EndRdx/Rchg:50(43), SprAvl-Rchg/KDProc:50(43) Level 38: Icy Bastion -- Ags-ResDam/Rchg:50(A), Ags-EndRdx/Rchg:50(45), Ags-ResDam/EndRdx/Rchg:50(45) Level 41: Moonbeam -- Apc-Dmg/Rchg:50(A), Apc-Acc/Dmg/Rchg:50(45), Apc-Acc/Rchg:50(46), Apc-Dmg/EndRdx:50(46), Apc-Dam%:50(46) Level 44: Shadow Meld -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def/Rchg:50(47) Level 47: Combat Jumping -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(48) Level 49: Assault -- EndRdx-I:50(A) Level 1: Critical Hit Level 1: Brawl -- Acc-I:50(A) Level 1: Sprint -- Clr-Stlth:50(A) Level 2: Rest -- Heal-I:50(A) Level 1: Swift -- Run-I:50(A) Level 1: Hurdle -- Jump-I:50(A) Level 1: Health -- NmnCnv-Regen/Rcvry+:50(A), Pnc-Heal/+End:50(48) Level 1: Stamina -- EndMod-I:50(A), EndMod-I:50(48) Level 49: Quick Form Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Freedom Phalanx Reserve ------------ My Spines/Ice - some different slotting. May need to update this.
  18. The Forcespec allows you access to either the Crab/Bane powers, and all the Soldier powers. You can mix/match Crab/Soldier and Bane/Soldier, or just stay a Soldier. Mind, duplicate powers in Crab/Soldier lock you out of the other one (e.g. you can get the Crab Venom Grenade, but not ALSO the Soldier Venom Grenade).
  19. Ran a Savage/Dark up to 50... Helluva ride, and 100%, Blood Thirst was used to CONTINUE the carnage, not initiate.
  20. Kheldian construction is about to be shaken up, due to impending changes to toggle suppression on Test. May want to wait that out a bit... Might see Defense-capped Dwarf builds.
  21. Well, yeah, you tripled your success rate. Instead of losing the combo 14% of the time, you lost it 5% of the time.
  22. 1) Perception. Losing the combo sucks. This I remember from playing DB/Will myself (broot, though). 2) Quickly checked in Mids: BF > Attack Vitals ~158DPS (though, unsure on the contribution of the combo piece, since scrambling the order of the powers meant the same DPS) BF > AS > SS > AS @221% global +Recharge and 96% +Recharge in AS ~190DPS - That's a 32DPS difference... on SO/common IO slotting for the attacks. You're not wrong that it is an INSANE amount of recharge, but it IS better DPS than the combo.
  23. StJ >>>>>>>>>>>>>> Savage in damage. Once the combos come online, it'll be amazing. Much of Savage's damage is in the form of DoT's - which AREN'T factored into crit damage.
  24. What other attack set had secondary effect failure rate of 1/7? Much like Fiery Melee is panned due to "damage" being it's secondary effect, and other sets do damage better... Non-Stalker Dual Blades, under the old combo system, would fail the combination 1 out of 7 times, assuming at the ToHit cap of 95%. Obviously, the worse your accuracy, the more likely your secondary effect didn't exist. Agree, with the changes it should be better, but I've not yet revisited it.
  25. Is there a system to the Void#### nomenclature? I've always wondered.
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