-
Posts
482 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Posts posted by Due Regard
-
-
This is my current list of rolled/projects... Aiming to get one of each Primary to 50. Only Spines and TW are complete. Elm, Rad, Stone, and WM are locked in/rolled. The rest need names/concepts/outfits... and could be juggled on secondaries/epics.-
1
-
-
7 hours ago, Bopper said:
For Stalkers, you only have two auto powers that grant scaling resistance, as opposed to three. But, they scale to a max of 25% each, instead of 20%. So at 0% HP, you'll have 50% resistance.
Be nice if they scaled to 30%, to mimic the other SR sets...
Also, it'd be nice if they capped out before 0%... Maybe max effect at 10%?
Also, does it go offa base HP for level/class, or actual max HP, taking into account +HP buffs.
I could see trying to jigger in more +HP to get closer to cap to take advantage of the greater regen/resistance window. -
On 2/19/2024 at 6:52 PM, Erratic1 said:
And yet I have a WM/Ninjitsu Scrapper who very much goes without being seen and crits from stealth.
And were I to turn the dial to 11, I could make a Titan Weapon/Ninjitsu scrapper who could do the same while being fantastically even more absurd as a practitioner of ninjitsu.
1) Top Tier Name
2) I have a TW/Nin - She is absurdly fun. And a magical girl. Who uses her powers for profit.-
1
-
1
-
-
On 2/6/2024 at 11:02 PM, StrikerFox said:
Swap the slotting between Health and Physical Perfection. Health has a higher base regen (+40% vs +20%), a Panacea set will give your character more regen.
If you do keep the slotting in Health/PP the way it is, swap Regenerative Tissue with a lvl 50 Numina's heal IO. The +12% regen set bonus plus higher Health stat will provide more +regen then RT.
Somehow the build has two Reactive Defense +res uniques in Agile and Dodge. Will only be able to slot one.
I would take Guarded Spin even if the +def portion isn't needed. AoE on any Stalker is welcome. Also I believe AoE, hitting more targets, gives a better chance for BU insta-charge.
With Superior Mark of Supremacy BU recharge, I wonder if it's worth fully slotting Gaussian's. The build is still softcap without it.
Well regardless, I'm sure your build will perform well. It has more +dam res and +regen than what I have on my StJ/SR, and I think my build is pretty good. I went for more +dam and procs than anything else.
Agile shows Kismet on my end.
Health gets the globals for exempting purposes... IIRC, you lose the globals if you lose the power, right? If not, 100% makes sense, due to this being a 50 respec, not a leveling build.
Guarded Spin is slow and cone... Ew. But I get the logic. Not sure it'll make the cut... also PBAoE sets are jank.
Gaussians' in Build Up was extra slots (a build with EXTRA!?) and extra Def insurance for higher level foes.
Gonna put together a new build, with some tweaking.Matrim Revised - Stalker (Staff Fighting - Super Reflexes).mbd Matrim - Stalker (Staff Fighting - Super Reflexes).mbd
-
Interesting... so integrating Exploding Shuriken for additional AoE and BU resets, and maintaining stacks of Physical, versus spending them on Sky Splitter? (obviously, using Eye of the Storm will do so...)
Makes me want to consider holding onto Weapon Mastery (bonus, more in line with character concept) and potentially even DROPPING Sky Splitter from the rotation and/or build.Time to play City of Theory, again.
-
Round 2: thanks for the feedback that it is broken... using 2023.9.605 myself.
Which export option should I be using, because BBC seems to have some format errors.
-
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 UpLevel 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 SpeedLevel 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 DebuffLevel 4: Focused Senses
A: Luck of the Gambler: Defense/Increased Global Recharge Speed21: Luck of the Gambler: Defense/Endurance21: Luck of the Gambler: DefenseLevel 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/EnduranceLevel 10: Focused Fighting
A: Luck of the Gambler: Defense/Increased Global Recharge Speed31: Luck of the Gambler: Defense/Endurance33: Luck of the Gambler: DefenseLevel 12: Placate
A: Invention: Recharge ReductionLevel 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 ReductionLevel 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 DebuffLevel 20: Dodge
A: Gift of the Ancients: Defense/Increased Run Speed36: Gift of the Ancients: Defense37: Reactive Defenses: Scaling Resist DamageLevel 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/RechargeLevel 24: Quickness
A: Invention: Run SpeedLevel 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/RechargeLevel 28: Evasion
A: Luck of the Gambler: Defense/Increased Global Recharge Speed42: Luck of the Gambler: Defense/Endurance42: Luck of the Gambler: DefenseLevel 30: Kick
A: Invention: AccuracyLevel 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/RegenerationLevel 35: Weave
A: Luck of the Gambler: Defense/Increased Global Recharge Speed45: Luck of the Gambler: Defense/Endurance46: Luck of the Gambler: DefenseLevel 38: Superior Conditioning
A: Power Transfer: Chance to Heal Self46: Power Transfer: EndModLevel 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: HealLevel 44: Hasten
A: Invention: Recharge Reduction48: Invention: Recharge ReductionLevel 47: Combat Jumping
A: Winter's Gift: Slow Resistance (20%)48: Launch: Jumping / Increased Jump HeightLevel 49: Assault
A: Invention: Endurance Reduction
──────────────────────────────Inherents:
Level 1: Assassination
Level 1: Brawl
A: Invention: AccuracyLevel 1: Sprint
A: Unbounded Leap: +StealthLevel 2: Rest
A: Invention: HealingLevel 1: Swift
A: Invention: Run SpeedLevel 1: Hurdle
A: Invention: JumpingLevel 1: Health
A: Numina's Convalesence: +Regeneration/+Recovery11: Miracle: +Recovery13: Preventive Medicine: Chance for +Absorb13: Regenerative Tissue: +RegenerationLevel 1: Stamina
A: Power Transfer: Chance to Heal Self15: Power Transfer: EndModLevel 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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
-
10 hours ago, Bopper said:
You have 3 auto powers that give scaling resistance. Each one works the same. *note, if you're a Stalker, let me know and I will give you other info as they are slightly different.
Each of these powers will start granting you resistance when your health dips below 60% of your Max HP. It will scale linearly to a maximum value of 20% resistance, at 0% health.
With all 3 combined, it will scale to a total of 60% resistance at 0% health.
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. -
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... -
1 hour ago, scutters said:
<---- Eff (Spines/Regen Scrapper)
Used to run with dUmb, SMA team, and a few ABH alums. Currently playing on Indomitable, hit me up! @scutters
Crap, more dUmb folks? Maybe I shoUld move back to IndUmbitable...
Welcome!
<---Eran Rist - Kat/Reg Scrap on Legacy
-
On 9/16/2022 at 11:42 AM, Yomo Kimyata said:
You like me! You really like me!!!
Thanks for the nudge, I'll be updating in the "Truly Final" thread!
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!-
1
-
-
Too strong
in Tanker
On 8/8/2022 at 12:13 PM, Bill Z Bubba said:I admit my nerfherding ways but I buffherd, too!
*gasp* Balance-herding!?
-
1
-
-
18 hours ago, Jacktar said:
Hi guys, just wanted jump back in for two reasons,
firstly to apologise for my earlier post having reread it, I absolutely come over as a whiney ranting very spoilt childlike individual and it is really embarassing.
It was supposed to be a cry from the wilderness for help and guidance but I can only assume that somewhere in the writing I turned into my grumpy old dad lol.
Secondly I want to offer my thanks to all of you that responded by just ignoring my tone and by providing some proper and helpful information and guidance. All of which is very much appreciated.
I am still curious as to why the VEATS were implimented in the way they were, given that we used to have had a lvl 50 to unlock the HEATS and I reckon that the VEATS are a level higher in build understanding and implimentation. I bet I can build a rubbish VEAT with no thought at all!
Whatever, I am slowly getting to grips with them and more familiar with the opportunities they offer so thanks again 👏👏👍😀🍩🍩
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.-
1
-
-
50 minutes ago, KaizenSoze said:
Not true, specifically for Banes, because of the switch between two weapons. Gun and mace.
I agree single weapon redraw does not hurt DPS.
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 -
3 hours ago, KaizenSoze said:
Also, there is no way to turn off weapons redraw, which does eat into your DPS if you are switching between gun and mace attacks. Mostly effects Banes, because you want to use Venom and Frag grenades.
Weapon redraw does NOT affect DPS, only player perception of DPS.
Source: Scrapper forums and exhaustive testing therein. -
1 hour ago, Galamane said:
I've made it to level 25 and it's been fun so far. I think I want to try the ninja tool mastery for my Epic. I know Tashibishi is good but what about the others in the set?
DPA/DPS aside, my giant robot Beam/EnA loves having an Energy Sword. Rarely use it, though, as just beaming works great.
-
1 hour ago, Infinitum said:
Only if it trades one or the other of the fast recharging heal and +end click.
The goal was balance, and give Tanks a new set to play with! -
9 hours ago, Bill Z Bubba said:
Which is why the DDR shouldn't stack from AD. Twas an oversight that should be corrected. Shield's extra damage should come at a price to its mitigation.
Take it from /Shield and give it to /Ninjitsu?
(I know I know, Tanker forums.) -
On 7/30/2022 at 10:59 PM, User said:
Muling LotG
Isn't that the point of that entire pool?
-
1
-
-
7 hours ago, TungstenShark said:
Brute.
I do not believe the enhanced crit will apply to damage auras, but the Fury mechanic definitely DOES affect the damage auras.
Scrapper Primary damage aura's Crit. Secondaries do not.
-
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.-
1
-
1
-
1
-
-
15 hours ago, Diantane said:
Thanks for the reply and explanation. This sure it confusing. Would be nice to see sample builds that show which direction they had gone. I’ll take it step by step.
Started an arc team yesterday and when I got to 24 and saw the respec and all the choices, I knew I wouldn’t have time (with 7 players waiting). So I just didn’t train for the next ten levels. It was still fun, but I knew there had to be more to this.
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/MidsRebornClick 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: LeapingVillain 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
------------
------------ -
This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsRebornClick 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 MasteryHero 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.
-
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).
Staff/SR - Critique/review of build?
in Stalker
Posted · Edited by Errants
I grab one of the runs from a START vendor on all my toons... Guess it'll just be assigned Athletic (And stance swapped via Tailor to the right one) now, thanks to the NPE changes.
That+Sprint works pretty damn well in most zones. I also abuse base teleporters in my cottage SG (Note, need to add Striga to the Co-Op portal), and the ferry/train/portal systems in the maps.
Eventually, I'll buy the Mission/Base/Team Teleporters on a toon... but they're very much an afterthought.
My line of thinking - travel powers are dead power picks/mules. I take them for concept builds only... They do nothing to help me do anything to progress in the game, because they're non-viable in combat scenarios. So, I'd rather take a combat power.
Edit: Also, specifically on this toon - I've extra movement speeds from several sources... I'm almost as fast as travel-powered toons. Essentially, it doesn't add up to enough of a detriment to take a few seconds longer to get to a mission.