Jump to content

Belcross

Members
  • Posts

    6
  • Joined

  • Last visited

Posts posted by Belcross

  1. This is my take on the combo, which I love and is now my main. I had a few goals ahead of planning everything out. I wanted Jaunt over SS so I could teleport in and out of combat which is insanely fun. Next I wanted the two big combo chains instead of one, which gets boring quick. After that I wanted perma carapace. I dropped Hasten completely in favor of running Ageless perma and pushing over all recharge to 141%, which is plenty for a fast weapon set like DB since we don't really have a nuke. If you argue against that fine but you cant stack carapace anyways without getting a negative result and is perma 30.5 secs with 141% recharge. You also do not need much end mod so slots saved as well. It has plenty of procs all around and puts out very good dps.

     

    Spoiler

    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 Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Bio Armor
    Power Pool: Experimentation
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Power Slice -- SprScrStr-Rchg/+Crit(A), SprScrStr-Dmg/Rchg(3), SprScrStr-Acc/Dmg/Rchg(3), SprScrStr-Dmg/EndRdx/Rchg(5), SprScrStr-Acc/Dmg(5), SprScrStr-Acc/Dmg/EndRdx/Rchg(7)
    Level 1: Hardened Carapace -- Ags-ResDam(A), Ags-ResDam/EndRdx(7), Ags-ResDam/Rchg(9), Ags-ResDam/EndRdx/Rchg(9), Ags-EndRdx/Rchg(11)
    Level 2: Inexhaustible -- PwrTrns-+Heal(A)
    Level 4: Environmental Modification -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(11), LucoftheG-Def/EndRdx(13), LucoftheG-Def/Rchg(13), LucoftheG-Def/EndRdx/Rchg(15)
    Level 6: Ablating Strike -- Hct-Dam%(A), Hct-Dmg/EndRdx(15), Hct-Dmg/Rchg(17), Hct-Acc/Dmg/Rchg(17), Hct-Acc/Rchg(19), AchHee-ResDeb%(19)
    Level 8: Typhoon's Edge -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(21), SprCrtStr-Acc/Dmg/Rchg(21), SprCrtStr-Dmg/EndRdx/Rchg(23), SprCrtStr-Acc/Dmg/EndRdx/Rchg(23), SprCrtStr-Rchg/+50% Crit(50)
    Level 10: Adaptation
    Level 12: Blinding Feint -- GssSynFr--Build%(A), GldStr-Acc/Dmg/End/Rech(25), GldStr-%Dam(25), GldStr-Acc/Dmg(50), GldStr-Acc/End/Rech(50)
    Level 14: Speed of Sound -- Clr-Stlth(A)
    Level 16: Ablative Carapace -- NmnCnv-Heal/EndRdx/Rchg(A), NmnCnv-Heal(27), NmnCnv-Heal/EndRdx(27), NmnCnv-Regen/Rcvry+(29), NmnCnv-Heal/Rchg(29), NmnCnv-EndRdx/Rchg(31)
    Level 18: Vengeful Slice -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/Rchg(31), Mk'Bit-Acc/EndRdx/Rchg(31), Mk'Bit-Acc/Dmg/EndRdx/Rchg(33), Mk'Bit-Dam%(33), SuddAcc--KB/+KD(33)
    Level 20: Boxing -- Empty(A)
    Level 22: Tough -- Ags-ResDam(A), Ags-ResDam/EndRdx(34), Ags-ResDam/Rchg(34), StdPrt-ResDam/Def+(34), GldArm-3defTpProc(36)
    Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36), LucoftheG-Def/Rchg(37), LucoftheG-Def/EndRdx/Rchg(37)
    Level 26: Sweeping Strike -- Arm-Dam%(A), Arm-Dmg/EndRdx(37), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Erd-%Dam(40)
    Level 28: DNA Siphon -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal(40), Prv-Absorb%(40), Prv-Heal/EndRdx(42), Prv-EndRdx/Rchg(42), Prv-Heal/Rchg(42)
    Level 30: Maneuvers -- LucoftheG-Def(A)
    Level 32: One Thousand Cuts -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg/End(43), OvrFrc-End/Rech(43), OvrFrc-Dmg/End/Rech(43), OvrFrc-Acc/Dmg(45), Erd-%Dam(45)
    Level 35: Genetic Contamination -- Erd-Dmg(A), Erd-Acc/Dmg/EndRdx/Rchg(45), Erd-Dmg/Rchg(46), Erd-Acc/Dmg/Rchg(46), Erd-%Dam(46), FuroftheG-ResDeb%(48)
    Level 38: Focused Accuracy -- HO:Cyto(A)
    Level 41: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(48), Rct-ResDam%(48)
    Level 44: Evolving Armor -- UnbGrd-Max HP%(A)
    Level 47: Physical Perfection -- PwrTrns-+Heal(A)
    Level 49: Assault -- EndRdx-I(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 -- Empty(A)
    Level 2: Health -- Pnc-Heal/+End(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- PwrTrns-+Heal(A)
    Level 10: Defensive Adaptation
    Level 10: Efficient Adaptation
    Level 10: Offensive Adaptation
    Level 50: Musculature Radial Paragon
    Level 50: Degenerative Radial Flawless Interface
    Level 50: Assault Radial Embodiment
    Level 50: Void Core Final Judgement
    Level 50: Ageless Core Epiphany
    ------------

     

     

     

  2. The Salvage Inventory is severely outdated and clumsy, the idea is to change how the system handles stacks. For example rather than letting Kinetic Weapon (common) build up to x35 and taking up 35 slots of inventory instead let it limit common salvage to stack up to x10 and recognizing that stack as x1 in the inventory system equaling out to the total of 4 slots taken. Similar to how Merits are recognized as x1 no matter how many you have. This would allow players to easier maintain the inventory, be able to collect more salvage and distribute it much easier for crafting and AH. Examples.

     

    Common salvage stacks up to x10 = 1 spot taken in inventory

    Uncommon salvage stacks up to x5 = 1 spot taken in inventory

    Rare salvage stacks like current = 1 spot taken inventory

     

    Keeping the current system of x1 of rare salvage would counter abusing any sort of hording and balance out of the system. Sorry if this all sounds weird,  but I wanted to share this idea and get some feedback of what everyone else thought. Thanks!

×
×
  • Create New...