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Posts posted by Due Regard
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Didn't steal a bunch, but it did reassure me that my numbers aren't bad considering my goals and constraints... Thank you for the comparison.
Here's a revised build chunk
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So, finally got my WM/EA to 50... and so, that means time to think about the set IO build - ran it up with Lvl 30 commons and a few passive uniques.
So, here's my stab at it, trying to get soft-capped (needed?) to regular content, as well as attempting to fill in that Psi hole - Psi mobs wrecked me leveling up to 50. However, building this out, I feel I ran short on slots... So, I think I'm missing something.
Feedback welcome, though I'll own up that I'm not a procmonster style builder, as I don't want to figure out the math/recharge in order to min/max them. I'd rather just go for 95%+ Damage slotting, and call it a day from there.
Toon is a tribute, so Presence is mandatory. Also not keen on taking Hasten, for the same reason.
Vovok'din - Hero Scrapper
Build plan made with Mids' Reborn v3.7.5 rev. 21
──────────────────────────────
- Primary powerset: War Mace
- Secondary powerset: Energy Aura
- Pool powerset (#1): Fighting
- Pool powerset (#2): Presence
- Pool powerset (#3): Leadership
- Pool powerset (#4): Leaping
- Epic powerset: Dark Mastery
──────────────────────────────
Powers taken:
Level 1: Pulverize
- A: Pounding Slugfest: Accuracy/Damage
- 3: Pounding Slugfest: Damage/Endurance
- 3: Pounding Slugfest: Disorient Bonus
- 5: Hecatomb: Damage
- 5: Hecatomb: Chance of Damage(Negative)
Level 1: Dampening Field
- A: Impervium Armor: Psionic Resistance
- 7: Impervium Armor: Resistance
- 7: Impervium Armor: Resistance/Endurance
- 9: Impervium Armor: Resistance/Recharge
Level 2: Kinetic Shield
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
- 13: Luck of the Gambler: Defense
- 13: Luck of the Gambler: Defense/Endurance
Level 4: Power Shield
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
- 15: Luck of the Gambler: Defense
- 15: Luck of the Gambler: Defense/Endurance
Level 6: Build Up
- A: Gaussian's Synchronized Fire-Control: To Hit Buff
- 17: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge
- 17: Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance
- 19: Gaussian's Synchronized Fire-Control: Recharge/Endurance
- 19: Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance
- 21: Gaussian's Synchronized Fire-Control: Chance for Build Up
Level 8: Clobber
- A: Pounding Slugfest: Accuracy/Damage
- 21: Pounding Slugfest: Damage/Endurance
- 23: Pounding Slugfest: Disorient Bonus
- 23: Superior Blistering Cold: Accuracy/Damage
- 25: Superior Blistering Cold: Damage/Endurance
- 25: Superior Blistering Cold: Accuracy/Damage/Endurance
Level 10: Entropic Aura
- A: Mocking Beratement: Threat/Placate
- 27: Mocking Beratement: Threat/Placate/Recharge
Level 12: Boxing
- A: Invention: Accuracy
Level 14: Tough
- A: Steadfast Protection: Resistance/+Def 3%
- 27: Steadfast Protection: Resistance/Endurance
- 29: Gladiator's Armor: TP Protection +3% Def (All)
- 29: Gladiator's Armor: Resistance
- 31: Unbreakable Guard: +Max HP
Level 16: Energy Protection
- A: Impervium Armor: Psionic Resistance
- 31: Impervium Armor: Resistance
- 31: Impervium Armor: Resistance/Endurance
- 33: Impervium Armor: Resistance/Recharge
Level 18: Whirling Mace
- A: Overwhelming Force: Accuracy/Damage
- 33: Overwhelming Force: Accuracy/Damage/Endurance
- 33: Overwhelming Force: Damage/Endurance/Recharge
- 34: Overwhelming Force: Accuracy/Damage/Endurance/Recharge
- 34: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown
- 34: Fury of the Gladiator: Chance for Res Debuff
Level 20: Energy Cloak
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
- 36: Reactive Defenses: Scaling Resist Damage
- 36: Reactive Defenses: Defense
- 36: Reactive Defenses: Defense/Endurance
Level 22: Shatter
- A: Superior Critical Strikes: Accuracy/Damage
- 37: Superior Critical Strikes: Accuracy/Damage/RechargeTime
- 37: Superior Critical Strikes: Damage/Endurance/RechargeTime
- 37: Superior Critical Strikes: Accuracy/Damage/Endurance/RechargeTime
- 39: Superior Critical Strikes: RechargeTime/+50% Crit Proc
- 39: Force Feedback: Chance for +Recharge
Level 24: Energize
- A: Preventive Medicine: Heal
- 39: Preventive Medicine: Heal/Endurance
- 40: Preventive Medicine: Endurance/RechargeTime
- 40: Preventive Medicine: Heal/RechargeTime
- 40: Preventive Medicine: Heal/RechargeTime/Endurance
- 42: Preventive Medicine: Chance for +Absorb
Level 26: Crowd Control
- A: Superior Scrapper's Strike: Accuracy/Damage
- 42: Superior Scrapper's Strike: Accuracy/Damage/Recharge
- 42: Superior Scrapper's Strike: Damage/Endurance/Recharge
- 43: Superior Scrapper's Strike: Accuracy/Damage/Endurance/Recharge
- 43: Superior Scrapper's Strike: Recharge/Critical Hit Bonus
- 43: Force Feedback: Chance for +Recharge
Level 28: Energy Drain
- A: Preemptive Optimization: EndMod/Endurance
- 45: Preemptive Optimization: EndMod/Recharge
- 45: Performance Shifter: Chance for +End
- 45: Shield Wall: +Res (Teleportation), +5% Res (All)
- 46: Shield Wall: Endurance/Recharge
- 46: Shield Wall: Defense/Endurance/Recharge
Level 30: Weave
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
- 46: Luck of the Gambler: Defense
- 48: Luck of the Gambler: Defense/Endurance
- 48: Kismet: Accuracy +6%
- 48: Kismet: Defense/Endurance
Level 32: Provoke
- A: Perfect Zinger: Threat/Placate/Recharge/Range
Level 35: Intimidate
- A: Nightmare: Accuracy/Endurance
Level 38: Unrelenting
- A: Panacea: Heal/Recharge
- 50: Panacea: Heal/Endurance/Recharge
Level 41: Assault
- A: Invention: Endurance Reduction
Level 44: Maneuvers
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
- 50: Luck of the Gambler: Defense
- 50: Luck of the Gambler: Defense/Endurance
Level 47: Vengeance
- A: Rectified Reticle: Increased Perception
Level 49: Combat Jumping
- A: Winter's Gift: Slow Resistance (20%)
──────────────────────────────Inherents:
Level 1: Brawl
- A: Invention: Accuracy
Level 1: Critical Hit
Level 1: Sprint
- A: Unbounded Leap: +Stealth
Level 2: Rest
- (Empty)
Level 1: Swift
- A: Invention: Run Speed
Level 1: Health
- A: Numina's Convalesence: +Regeneration/+Recovery
- 9: Miracle: +Recovery
- 11: Panacea: +Hit Points/Endurance
Level 1: Hurdle
- A: Invention: Jumping
Level 1: Stamina
- A: Performance Shifter: Chance for +End
- 11: Power Transfer: Chance to Heal Self
──────────────────────────────
Accolades:- Freedom Phalanx Reserve
- Portal Jockey
- Task Force Commander
- The Atlas Medallion
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This thread and a few other revelations has me reconsidering the amount of -KB my TW/Nin has... ^_^ Free slots!
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13 hours ago, MoonSheep said:
i’d disagree with this - the cone is one of the 3 defining powers of ice melee. frost, freezing touch and chilly footstomp are what makes the set
i’d perhaps choose to play the set on a tank for wider AoEs or on a stalker to gain assassins strike ontop of what is a baseline strong attack set
you’ll be fine with ice/shield anything regardless, it’s a good all rounder with respectable damage.
i wouldn’t worry much about the build until you’re in the higher levels, put some LoTG +Defs in when your def powers become available and a miracle/numinas in health for the time being. put the two +def IOs in the +HP power for a bit of extra sturdiness
I said it was meh, not bad.
Albeit, I'm coming at it from the perspective of only ever running an Ice/Regen Stalk to 50, and with the amount of Recharge I crammed into her, I'm RARELY wanting for Frozen Aura to be ready to fire.Regardless, on an Ice/Shield which will THRIVE on being surrounded, having to jump OUT of melee for a cone to maximize DPA is less than ideal - hence, meh.
Yes, it opens way low with similar DPA to Frozen Aura. It's not a bad attack. I just felt it unnecessary on my /Regen stalker... on the magnitude of extra resiliency that a /Shield Scrapper would have, not to mention the damage buff from saturated AAO, I'd downgrade it from unnecessary to borderline detrimental.
Is it useable? Yes. And maybe when I roll this Ice/Inv Scrapper I've been thinking about, I may change my mind, and rate it higher.-
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The Taunt.
The Cone is also meh, since you'll want to be in the middle, anyhow.-
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Stalker MA needs AoE, hard core.
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Haven't made a call on my Staff/Stone Scrapper...
But, my Staff/SR Stalker skipped it... Same DPA as Serpent's Reach, unless you're consuming stacks.-
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Legit, Staff is best on stalkers, due to the insert of AS and BU, and the permanent Form of the Body. Still functional on other AT's.
Ninjitsu is useful, SR lite with more tools, less "fire and forget" and DDR, tho. Also, not all of it is necessary (Caltrops, Blinding Powder, and the T9 are all skippable).
If Staff is the lock-in, but AT/Armors are flexible - I'd suggest looking at either /Ice Scrapper, /Ice or /Nin Stalker... If you're going /SR, I'd 100% recommend Scrapper over Stalker for that, larger HP pool means the passives work better for resistance.-
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Pandora's Box - Lastri Kayumanis - Investigate the Energy Anomaly - There is a missing wall in the Arachnos Base at [-517.0 88.0 -509.3].
No image, didn't think to grab a screenshot, initially sent in-game ticket. -
Poor Stalker MA... It has needed a look since Legacy.
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5 hours ago, Story Archer said:
Death IS an excellent DeBuff...
I'm sorry - BEING ARRESTED is an excellent DeBuff.
Redside main here... They're dead.-
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I've an Ice/Regen that I leveled solely on Goldside... she's a bunch of fun to play.
I didn't go for stacking defenses, tho, just +Recharge spam. Running FoW/Speed/Weapon/Leaping/Leadership for pools.
I'll eventually go back to her, and grind out her incarnates on Gold as well. Just getting to 50 was enough of a trial. -
I have a baby Staff/Stone that seems to be working out well, so far... Not into the slotted territory yet, tho.
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I appreciate this discussion, as I realized I'd somehow left Battle Axe off my master list of planned Scrappers, to get one of each Primary to 50, with minimal Secondary repeats.
I have fixed that - going with BA/FA.
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Either a MIDS build/chunk/list, or at least screen shots of your Enhancement screen, will make it much more transparent for others to see your character's slotting/build.
You'll get better/more advice with a clearer starting picture. -
Yes.
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Slow AS is a melee snipe - suffers from being interruptible and requires LoS to initiate and complete successfully just like ranged snipes. This means that a queued Slow AS can fail for multiple reasons:
1) You missed. - This should not break Hide.
2) You moved after you activated it. - This should not break Hide.
3) You hit, but your target was moving and blocked LoS before the power animated. - This will break Hide (IIRC), due to you hitting, but deal no damage, as the snipe was blocked.
4) The server hiccuped. - This happens, happened often on Legacy, I've not noticed it as a major problem on Homecoming. This breaks Hide, no damage dealt.
Lastly, only AS is a stay in Hidden power on a miss. Any other damaging power you use will break Hide, regardless of damage dealt. -
So, then, the question is... Is it worth slotting all 4 for the +10% Defense and +20% Resistance? Given how slot hungry the powers already are?
E.g. I'm running the 2 Recharge Intensive Uniques, but elected to 3x 2-slot the Purple Pet set to bring enhancement values up on my Crab... Should I be looking to swap in the two other unique enhancements? -
Interesting, though I'm rezzing a 3 month dead thread... Per Mids, the Crab powers are better on raw Damage/DPE... Longfang is worse on DPAnimation, tho.
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Yeah, the Perfect Zinger one slotting is more for the hybrid enhancement - At the levels of recharge I'm at, I only gain <1 sec recharge with a 50+5, and <0.5sec with an 53 Ectosome (And I don't have to buy 4 Ectosome's!!!!).
Fortunately, or unfortunately, not my first rodeo with DM - Ran a DM/EnA Brute on Legacy, buzzsaw build (Smite>SP>SL>SP>...) - tried Shadow Maul then, did NOT like the huge change in tempo. I also skipped ToF on that toon... I've very much appreciated the buffs to it, even if it makes slotting harder.
Kick is a mule... It's only at 82% vs +4, and only 65% Damage enhanced - It's there as a lowbie filler 2x KD chance if needed. Better than slotting Brawl, right?-
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You found what I forgot, last night - the 4 slot bonus of UG is major Melee, minor SL... And that's enough to pop over the cap.
Swapped back to OF instead of Sirr - better enhancement and bonuses, IMO, even at the loss of damage proc...
Grabbed Assault as my one-slot wonder. I don't take travel powers, they do nothing in combat.
Thanks for the help!
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|p7++g4ezwsa| -
And here's something else... starting to get fever dreams, I think...
Villain Stalker
Build plan made with Mids' Reborn v3.7.5 rev. 20
──────────────────────────────- Primary powerset: Dark Melee
- Secondary powerset: Invulnerability
- Pool powerset (#1): Fighting
- Pool powerset (#2): Leaping
- Pool powerset (#3): Speed
- Pool powerset (#4): Medicine
- Ancillary powerset: Soul Mastery
──────────────────────────────
Powers taken:
Level 1: Smite
- A: Superior Assassin's Mark: Accuracy/Damage
- 3: Superior Assassin's Mark: Damage/RechargeTime
- 3: Superior Assassin's Mark: Accuracy/Damage/RechargeTime
- 5: Superior Assassin's Mark: Damage/Endurance/RechargeTime
- 5: Superior Assassin's Mark: Accuracy/Damage/Endurance/RechargeTime
- 7: Superior Assassin's Mark: RechargeTime/Rchg Build Up
Level 1: Hide
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
- 7: Shield Wall: +Res (Teleportation), +5% Res (All)
- 9: Reactive Defenses: Scaling Resist Damage
- 9: Kismet: Accuracy +6%
Level 2: Resist Physical Damage
- A: Steadfast Protection: Resistance/+Def 3%
- 15: Unbreakable Guard: +Max HP
- 15: Unbreakable Guard: Resistance
- 31: Gladiator's Armor: TP Protection +3% Def (All)
Level 4: Temp Invulnerability
- A: Impervium Armor: Psionic Resistance
- 17: Impervium Armor: Resistance
- 17: Impervium Armor: Resistance/Endurance
- 19: Impervium Armor: Resistance/Endurance/Recharge
Level 6: Assassin's Eclipse
- A: Superior Stalker's Guile: Accuracy/Damage
- 19: Superior Stalker's Guile: Accuracy/Damage/Recharge
- 21: Superior Stalker's Guile: Damage/Endurance/Recharge
- 21: Superior Stalker's Guile: Accuracy/Damage/Endurance/Recharge
- 23: Superior Stalker's Guile: Recharge/Chance to Hide
Level 8: Build Up
- A: Gaussian's Synchronized Fire-Control: Chance for Build Up
Level 10: Dull Pain
- A: Panacea: Heal/Endurance
- 23: Panacea: Endurance/Recharge
- 25: Panacea: Heal/Recharge
- 25: Panacea: Heal/Endurance/Recharge
- 27: Panacea: Heal
Level 12: Placate
- A: Perfect Zinger: Threat/Placate/Recharge
Level 14: Kick
- A: Kinetic Combat: Accuracy/Damage
- 27: Kinetic Combat: Damage/Endurance
- 29: Kinetic Combat: Damage/Endurance/Recharge
- 29: Kinetic Combat: Knockdown Bonus
Level 16: Unyielding
- A: Impervium Armor: Psionic Resistance
- 31: Impervium Armor: Resistance
- 31: Impervium Armor: Resistance/Endurance
- 50: Impervium Armor: Resistance/Endurance/Recharge
Level 18: Siphon Life
- A: Hecatomb: Damage
- 33: Hecatomb: Damage/Recharge/Accuracy
- 33: Hecatomb: Recharge/Accuracy
- 33: Hecatomb: Damage/Endurance
- 34: Hecatomb: Chance of Damage(Negative)
- 34: Theft of Essence: Chance for +Endurance
Level 20: Environmental Resistance
- A: Impervium Armor: Psionic Resistance
- 34: Impervium Armor: Resistance
- 36: Impervium Armor: Resistance/Endurance
- 36: Impervium Armor: Resistance/Recharge
Level 22: Touch of Fear
- A: Overwhelming Force: Accuracy/Damage
- 36: Overwhelming Force: Accuracy/Damage/Endurance
- 37: Overwhelming Force: Damage/Endurance/Recharge
- 37: Overwhelming Force: Accuracy/Damage/Endurance/Recharge
- 37: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown
- 39: Fury of the Gladiator: Chance for Res Debuff
Level 24: Invincible
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
- 39: Luck of the Gambler: Defense
- 39: Luck of the Gambler: Defense/Endurance
Level 26: Midnight Grasp
- A: Superior Blistering Cold: Accuracy/Damage
- 40: Superior Blistering Cold: Damage/Endurance
- 40: Superior Blistering Cold: Accuracy/Damage/Endurance
- 40: Superior Blistering Cold: Damage/Endurance/Accuracy/RechargeTime
- 42: Superior Blistering Cold: Recharge/Chance for Hold
Level 28: Tough Hide
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
- 42: Luck of the Gambler: Defense
- 42: Luck of the Gambler: Defense/Endurance
Level 30: Tough
- A: Impervium Armor: Psionic Resistance
- 43: Impervium Armor: Resistance
- 43: Impervium Armor: Resistance/Endurance
- 43: Impervium Armor: Resistance/Endurance/Recharge
Level 32: Weave
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
- 45: Luck of the Gambler: Defense
- 45: Luck of the Gambler: Defense/Endurance
Level 35: Moonbeam
- A: Apocalypse: Damage
- 45: Apocalypse: Damage/Recharge/Accuracy
- 46: Apocalypse: Recharge/Accuracy
- 46: Apocalypse: Damage/Endurance
- 46: Apocalypse: Chance of Damage(Negative)
Level 38: Shadow Meld
- A: Luck of the Gambler: Defense/Increased Global Recharge Speed
Level 41: Combat Jumping
- A: Winter's Gift: Slow Resistance (20%)
Level 44: Summon Widow
- A: Expedient Reinforcement: Accuracy/Damage
- 48: Expedient Reinforcement: Damage/Endurance
- 48: Expedient Reinforcement: Accuracy/Damage/Recharge
- 48: Expedient Reinforcement: Endurance/Damage/Recharge
- 50: Soulbound Allegiance: Damage/Recharge/Accuracy
Level 47: Hasten
- A: Invention: Recharge Reduction
- 50: Invention: Recharge Reduction
Level 49: Aid Other
- A: Preventive Medicine: Chance for +Absorb
──────────────────────────────Inherents:
Level 1: Assassination
Level 1: Brawl- (Empty)
Level 1: Sprint
- (Empty)
Level 2: Rest
- (Empty)
Level 1: Swift
- (Empty)
Level 1: Health
- A: Panacea: +Hit Points/Endurance
- 11: Numina's Convalesence: +Regeneration/+Recovery
- 11: Miracle: +Recovery
Level 1: Hurdle
- A: Invention: Jumping
Level 1: Stamina
- A: Power Transfer: Chance to Heal Self
- 13: Power Transfer: EndMod
- 13: Performance Shifter: Chance for +End
Level 49: Quick Form
──────────────────────────────
Accolades:- Born In Battle
- High Pain Threshold
- Marshal
- Invader
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|Jhyr00/fUVPB7nNQ==| -
Forgot that...
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Stupid question
in Scrapper
Posted
No such thing as a stupid question, sorry you cleared the information.