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Lord_Cyclone91

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Everything posted by Lord_Cyclone91

  1. Yeah, I thought War Mace had a lot of potential, but I know that I'm not the best player. There is a lot of mitigation there - there is a bunch of knockdown. On top of that, the damage is quite good and the activation times are pretty quick. I have a level 40 mace scrapper here, but I'm only 'okay' at it I think compared to something like Spines which I have a lot of hours on, with multiple toons.
  2. Yes, I added them a few hours later when I had time for 5 more runs over lunch, and made that note at the time of the edit. I think that was Friday?
  3. Oh, do I relate to this sentiment. The boss spawns so much dictated the clear times, because they were the sticking point after dispatching the trash fairly easily. Against the hard targets, there's not that much mitigation and the mentioned ST damage is just lacking. I added runs 6 through 10 on Elec, and didn't see them in the sheet. I did a smidge better on those, but not much, and it's not going to move the average much at all.
  4. Yeah, I think that slotting would have helped me clear the spawns a little better, but I think I was slowed down at least as much by the Boss spawns, numbers wise and locations. My best runs were clearly where I was light a boss or two and then also helped if they weren't grouped up by another one. That and the 'me' factor. As always, there is some player difference here as well, as I know I'm not the best player out there, and pretty sure I don't know Elec well enough to squeeze every ounce of performance out of it. I could re-run some tests with that slotting, but perhaps we can just note that my LR slotting was a little sub-optimal and likely slowed me down a little bit. Have others run their tests with the improved slotting
  5. In my runs, Fire felt like I was dancing on the edge of knife with the basic setup. It wasn't uncommon for me to bite off more than I could chew and didn't have a lot of tools to slow the damage down. I did need to do some dancing and hokey pokey around an obstacle here and there, not going to lie. I had to analyze a fair amount on the fly, because the spawn sizes and conns did matter, with how I could survive them. I think I had 3 deaths in the 13 runs resulting in DNFs, with the 10 I reported being ones where I had no deaths. That said, I had numerous times where I was in the danger zone (below 1/4) and some pulsing sliver moments as well. Like I said, better players may have a different experience but that was mine. Fire was easy to get precarious with, particualrly when I'm used to having some end games builds where I don't need to think overly much about things other than extreme debuffers and such. This is in complete contrast to Ice, for example, where my health bar almost wasn't moving because everything was falling down, slowed, or held. The price for it, is the time needless to say, but what a difference in styles.
  6. Yeah, I would say I used it 4-5 times per run, as an opener on a new 2-spawn grouping. Of course, it was very helpful to have 6-8 minions gone and 2-4 Lts taken down to 1/3 or 1/4 but overall, the uptime is...not great. It needs more recharge than this basic setup will allow for. I found myself wanting Cross Punch again.
  7. On Elec I didn't mention, sorry. Group up two spawns, then BU (if available) -> LR (when up) -> Jacobs Ladder (as they get up) -> Thunderstike -> Chain Induction -> Havoc -> Jacobs Ladder-> clean up with Havoc, Charged and Chain...repeat. When LR is not up, then I lead with Thunderstrike, Jacobs Ladder, Chain, Havoc, Jacobs Ladder... I tended to be a little more careful how I pulled them, because I was having some trouble with double bosses at times with the trash, especially when the conning was at +1. Sometimes the KD doesn't hit as many as you need when you need it. I would often drag one along with 1/3 or so health to the nearby spawn if it looked reasonable.
  8. Okay, had time for 5 runs with Electric. With the Standard Setup with @Sir Myshkin's slotting of Willpower. All attacks using the standard slotting. 3 Dam / 1 Acc/ 1 End Red / 1 Rech Exception was Lightning Rod, which I used a slotting of 3 Dam / 1 Acc / 2 Rech. I would never give up that extra 10s recharge for 3 end, and adding back in made a nice difference after a practice run. Having it up every 55s is just....bleh. My Elec Melee toons are a tank and a Stalker, so I was a little wary of it here, without a ton of scrapper experience on it. 1. 6:47 2. 7:39 - tough spawns, I kinda sucked 3. 7:28 - I wasn't good, runners and extra boss, misses 4. 6:35 - felt decent 5. 6:22 - good clean run, 1 runner, light spawns Added more runs 6. 7:24 - bad spawns, lots of runners, extra boss (geesh) 7. 6:36 - good run, 1 runner 8. 6:27 - better, found a groove, good crits 9. 5:52 - felt 'perfect' easy spawns, light bosses, nice crits 10. 6:41 - not great, extra boss some bad misses There was a huge variance based on how many bosses I ended up with and if they conned +1 or even. I found myself having to use Lightning Clap on occasion to slow down damage and buy myself some time to whittle them down. Health ran low-ish and I found myelf surviving around a 1/4 to 1/3 health pretty often, a few times did a round about grouping of a spawn to buy myself a chunk of health before diving in. Original run #9 was DNF due to death, when I let my health slip and Clap whiffed so only 1 total. I'll try to add some more runs later on, but this was a little disappointing overall. There's pretty good KD mitigation, but the ST is just kinda weak. Also LR uptime seems to be an issue on this basic setup. I gave up the End Red for an extra Rech after the first practice run and seemed to do better on the second one, but it needs even more recharge I think. Overall, it was terribly varied based on the spawns, conning and bosses. I found myself glad to have Lightning Clap as an "oh crap" button to by me a few critical seconds here or there. Probably a better driver could get more out of it than me, but I expected better. Note: I think I was better on the second group too, so take that bears mentioning.
  9. Yeah, my first practice run with Ice was 8:03 I think. I said "surely not" and kept going with it, but there were signs it could turn out to be kind of slow.
  10. Okay, I was able to do 10 runs with Spines. With the Standard Setup with @Sir Myshkin's slotting of Willpower. All attacks using the standard slotting. 3 Dam / 1 Acc/ 1 End Red / 1 Rech Exception was of course Quills, which I used the Irradiated Ground slotting of 3 Dam / 1 Acc / 2 End Red. I took Barb Swipe as a filler over Impale since it has the terrible, wind up pitcher activation and isn't great DPA. This was one of the sets I was really looking forward to since I have more experience on this one than perhaps any of the others. 1. 6:02 2. 5:53 3. 5:47 - good run, no real runners 4. 6:05 5. 6:36 - not good, 2 runners, a few misses, lack of crits 6. 6:23 - meh, extra boss, crits seemed a little low 7. 5:31 - basically 'perfect' with relatively light spawns 8. 6:19 - not great, clean run a couple of runners too 9: 6:54 - horrible run, tons of runners including bosses, several key misses and bad positioning by me 10: 5:42 - very good, would have been great except for multiple runners on the last spawn Again, most often I was grouping up a spawns then BU -> Throw Spines (jumping) -> Spine Burst - > Ripper -> Lunge tough target -> Throw Spines...fill with Barb Swipe...repeat. Overall, the Kill rate felt good to very good similar to Radiation in some ways. Similar also in that it has some decent KD mitigation and the slows were discernible also. That said, it's not Ice and I had 1 DNF due to death and a few other close calls, a couple very close indeed. Health was in the danger zone on those occasions and survived between 1/4 and 1/2 a lot of the time. That regen makes it back pretty quick though, so it didn't slow me down very often. There's decent mitigation here, and the clear speed for me was good to very good. Some of that I suspect is that I'm just better at Spines than Fire or Ice perhaps. The other noteworthy element is how much a Quasinart Quills is, similar to Irradiated Ground. It chews up the minions letting you concentrate more on hitting the harder targets and general positioning.
  11. Mitigation was a concern, yes. Also, Fire Breath seems like it doesn't do as well as Frost or Proton Sweep for instance, and has that ghastly long cast time. FSC uptime is decent but often not optimal for just a couple of foes., especially when you want it up for the next nearby spawn. The set's pretty ST oriented, it seems, and did well when I was working on the bosses a bit before dragging them to a new spawn. That, and there was definitely a line there I was straddling about new spawns, since it seemed easier to get in over your head as far as incoming damage.
  12. I'm running out of sets that I have a lot of experience with, but one exception is Spines. I probably have the most time on Spines scrappers and brutes going all the way back to original Live. I made a Bio/Spines tank back in May and he's fun to play. I'll see if I can give Spines a whirl after dinner. Beyond that, I have some experience with Electric and Psi and only a little experience with Broadsword from 7-8 years ago, and a bit with Axe. After that, it's really not much, so I think I might be done after Spines, Elec and Psi. I won't taint the results with sets I'm not familiar with, so I'll likely limit it to those, unless you guys think otherwise. Cheers
  13. I got in 10 runs , this time with Ice Melee. With the Standard Setup with @Sir Myshkin's slotting with Willpower. All attacks using the standard slotting. 3 Dam / 1 Acc/ 1 End Red / 1 Rech Exception was Ice Patch which I often skip on end game builds, and sIotted it with 3 Rech. 1. 6:58 2. 6:40 - felt 'perfect' 3. 7:20 - meh, 2 runners 4. 7:03 - felt 'decent' but was north of 7:00? 5. 7:46 - bad, 2 runners, a bunch of misses Big Boss right by another boss 6. 6:54 - felt pretty good, couple of easy spawns 7. 7:12 8. 6:48 - nice clean run 9: 7:38 - bad run, a couple of runners, misses - low crits 10: 7:53 - awful, lots of runners, tons of misses - tough spawns Typical scenario was group up 2 spawns, drop Ice Patch -> BU -> Frozen Aura -> Frost (jumping) - > Freezing Touch toughest target -> GIS tough target -> Frost...fill with Fists...repeat. Best I could do was 6:40, so I thought to myself "Geesh...suck less would ya." Overall, it was a stark contrast to Fire to operate in almost complete safety with mobs doing the flippy flop including bosses. Kill rate overall felt pretty sluggish. Health was hardly ever in the danger zone and stayed above 1/2 most of the time, with two groups. ZERO DNFs due to death and only one moment of real peril. A lot of mitigation here, but the clear speed for me wasn't there overall. Maybe a better player can clear it faster, but it was fairly slow going for me and I have a 50 Ice/DA scrapper on Live now. Could really have benefited from Cross Punch, I think. I thought I was pretty decent with Ice, but my Live build is pretty different from this one, with different tactics too. Someone else should try this and see if it's just me sucking.
  14. I'm an idiot. think I screwed up the Radiation test and forgot to turn bosses ON. Geesh.... Take those off the board for now, while I repeat that one a few times. New, Valid test runs using @Sir Myshkin's WP slotting, also used the prior attacks slotting for Radiation: ______________________________________ 1. 6:03 2. 5:54 3. 5:58 4. 5:47 - really good, lots of crits, light spawns 5. 6:11 6. 6:32 - meh, some misses Added 4 more tests to round this out 7. 6:27 8: 6:42 - bad - 2 runners, extra boss almost died 9: 5:51 - very good, clean lots of crits 10. 6:14 Makes a lot more sense then my previous runs. Had 1 DNF due to death in here as well. Had a second DNF due to death in the added runs.
  15. I ran 5 runs with Fire Melee. With the Standard Setup with @Sir Myshkin's slotting for Willpower. All attacks using the standard slotting. Not great, but pretty consistent. I was using Fire Breath, which I normally have skipped in the end game build. I bit off more than I could chew several times, and had 2 DNFs due to death, needed to adjust after doing Radiation where things were just melting. 1. 6:31 2. 6:48 - not great, several misses, extra boss 3. 6:24 - okay, 1 bad runner 4. 6:19 - clean run, some good crits 5. 6:54 - bad, 2 runners, a bunch of misses Added more runs: 6. 7:07 - spawns sucked, 2 runners and I sucked a little 7. 6:52 - seemed better than the number 8. 6:43 - kinda meh 9: 7:18 - I sucked, runners all over, lots of misses - nearly died 10: 6:33 - good run, felt shorter than this Overall, fire had that kill them before they kill you feel. Health was precariously low several times in addition to the 2 deaths. Had another DNF due to death in teh second set, with one sliver moment. The very ST orientation hurts clear times I think, although did fairly well on boss targets. I'll try to do 5 more later.
  16. PROBLEM RESULTS: These runs are borked. I screwed up this test and had bosses spawning as Lts, so they should be ignored. I'll leave them for posterity but these do not conform to the test parameters as designed. Okay, another set this time using Radiation Melee with Willpower, using @Sir Myshkin's slotting. All attacks = 3 Dam / 1 Acc / 1 End Red / 1 Rech with one exception Irradiated Ground = 3 Dam/ 1 Acc/ 2 End Red Results: 1. 4:51 - (hhmmm...quite a bit faster than Mace...) 2. 4:41 - (again...faster...rechecks settings..all good) 3. 5:02 - not great some misses and an extra boss - 1 runner 4. 4:35 - clean run, good crits 5. 4:32 - another clean run, 1 extra boss 6. 5:06 - bad, several misses - 2 runners to chase 7. 4:33 - very good, would have been better without 1 runner 8. 4:45 - good run, several misses and not as many crits 9. 5:08 - horrible, low crits, 1 runner and an extra boss 10. 4:28 - excellent run, solid crits, light bosses no runners Original run #6 resulted in a DNF with a death at the far cross roads when I pulled the Big Boss together with 3 other bosses and several Lts. The health on this setup was a bit more precarious than War Mace with not much mitigation. I lived between a 1/4 and 1/2 more than a few times, with several close calls where Siphon saved my rear. One noteworthy item is just how effective Irradiated Ground is at chewing up the minions. For the most part I didn't look at them after dropping BU -> Atom Smasher --> Proton Sweep -> Siphon -> Dev Blow - Proton Sweep....then clean up while rebuilding health with Siphon and regen. Surprised at how much faster it was than War Mace, but it does so at considerably more peril. Had one death and several more close calls, some of them very close. Overall, it was fun. Hope this helps, Cheers
  17. Yeah, I'm thinking it was the runners that cost me time primarily and then some uneven crit rates and spawn differences as a secondary effect. I'll do another set, probably Ice and/or Radiation, as I'm pretty familiar with those. I'm going to avoid sets I don't have experience with, as that would include some unwanted learning error. I'm thinking it would be best to stick with what I know and let others better versed in those sets provide numbers. Are sticking with Willpower? Seems like we probably should for test control reasons, but I'll do what you guys want.
  18. Yeah, I don't know if I could get it down to 5:30. Those last two runs were pretty close to "nothing went wrong" for this driver. I couldn't turn a lap like ol' Earnhardt either, so some of it is "player." You know, Mace is a nice mix of ST and AoE, I think. Whirling Mace has a long activation which hurts its DPA, but otherwise it hits well and Crowd Control is a great wide, wide cone. Shatter can hit a couple three guys if they are bunched also. Then the other STs are pretty fast and Clobber might be the best ST attack in the game. I prefer it to Axe - I love the crunch and all the disorients. I would guess it's similar and, I think, the spreadsheet gods will tell you its a *little* better in the hands of someone more capable than I.
  19. Okay, I gave this a try using the Galaxy's suggested slotting for War Mace, and Willpower. I started the timer when I started down the first hallway and stopped on mish complete. I tended to herd 1 and 2 bottom together, 2 top and 3, then 4 and 5. The to 6 and on around as the schematic shows. Had some quite varying times, a couple of god awful runs in the middle with numerous misses and had to chase runners. Finished up well with the last two runs, both of which seemed to have a boss or 2 fewer in the spawns, and each run had some nice crits. Took a couple of practice runs prior to these ten. 1. 6:18 2. 6:02 - good run with some nice crits 3. 6:38 - bad, bad lots of misses and an extra boss - chased down a runner 4. 6:46 - horrible - tons of misses, extra boss and 2 runners 5. 6:16 6. 6:01 - clean run, some nice crits 7. 6:27 - just okay, a few misses and 1 runner 8. 6:21 - kinda meh, several misses 9. 5:58 - very good run, lots of crits, no runners several crits on WM and CC 10. 5:55 - excellent run, tons of crits, light on bosses in the spawns I did get down to below 1/3 health a number of times (down to a sliver a couple of times), but managed no deaths in these runs. Happened mostly when I grabbed a couple of extra mobs around area 7 and 8. Only a couple of truly close calls, tough. I would say that overall the health bar stayed above 1/2 most of the time. I will try a set with the above only using a 3 - slotted Hasten.
  20. I'm thinking about my son's friend who is a USAF combat controller and what he does is stalk the enemy location and then provide targeting for all kinds of shock and awe, largely from range. Maybe the Sent could be kind of a ranged and heroic stealthed guy who scouts and targets the enemy and facilitates big strikes. Give them some kind of toggle power like Bio Armor's modes. When in Defensive mode (call it Watchman mode) gives them something like what the VEATs get Maneuvers but with +perception. Toggle over to Offensive mode (Infiltrator mode) and it's a +To-Hit and -def and/or -res team effect.
  21. If in fact it's true that in the Dev's testing that Bruising is providing a negligible amount to the Tank's damage, then what's the harm of leaving it on the T1? Everyone is happy. Tanker's have multiple reasons for being desirable in the AV/Hard target fights and have their damage scale increased. Just leave Bruising in and keep the AoE range and target count changes, Taunt changes and if you are super concerned about over-valuing damage contribution, make the Cap 575%.
  22. Oh my, you just wrote what's been my experience and my mindset for so long. When I came back to Homecoming, I ended up rolling seven brutes and only 1 tank, because the damage is anemic on the tanks. This is going to be great for us, those of us who love tanks and felt the AT was left behind and rendered obsolete in the world of "Everyone is a god" and "We don't need a tank - everyone is a tank now." I play brutes too, so I appreciate those brute players who who love having the OP tank class in the end game. If they honestly feel like they are getting their toes stepped on now that tanks can do decent damage, well I say "welcome to the tanker's world" after years of brutes being just as good at tanking and twice as good in terms of damage. Tanks just became relevant again, so it's a welcome change.
  23. Testing a level 30 and then Level 40 Dark Armor/Ice Melee tank with the new changes: Generic IOs only, standard slotting with 1 end red in each of the Tier 7,8 and 9 powers with 1 Acc, 3 Dam, and 1 Rech. The lower tiers got 2 Acc, 2 Dam, 1 Rech. Mission set on +0/5 Even with the endurance increase I was sucking down the end rapidly, but doing a pretty good job killing bad guys. Frost is notably better, hitting almost every mob. Tough and all defense toggles slotted with 2 End Red and 2 Resist/Defense, and Death Shroud slotted 2 EndRed, 1 Acc, 1 Dam. Kill speed noticeably faster than what's on live servers, based on my experience. Now at level 40s. Weave added and GI Sword and Frozen Aura. Death Shroud slotted 2 EndRed, 1 Acc, 2 Dam End was consumed quite a bit, not as rapidly as at lv30, without Oppressive Gloom on. Was able to deal with a full +0/6 spawn without too much difficulty, losing about 1/3 of my health to the spawn, closer to half with OG running. Overall, the damage difference was noticeably increased and Shroud was doing a substantial amount of damage. Frost cone seemed very, very good quite wide and was catching most of the baddies without much repositioning. Frozen Aura was always good but is now just excellent, hitting everything it seemed. On a couple of double pulls, it seemed like they were just melting away with Shroud shredding them as Frozen Aura and Frost hammered them. Freaks and Council seemed to go down equally fast, with Freaks going a slightly better job staying alive with some of the flyers, and the end drain hurt a little more. CoT hurt a bit more still, but Dark Regen was always up with time to spare. I have no doubt that an expensive Dark/Ice Melee build would be amazing, and perhaps I will do another updated with a high end. I'm going to try rolling a few more combos.
  24. Here's what I'm running. I'm sure the experts could improve it, but I only give myself one expensive SET like ATO or Avalanche/Winters in a given build to control costs which I usually have with merits by the time I'm 50. I have Alt-itis pretty bad so I'm usually on the next one after I get to what I consider to be a B+ fairly inexpensive build (say 100 mill investment - compared to 500 mill+). It's over soft-cap to positions by a little bit, and I like my S/L Resist up there also, so it's flirting with 75%. Anyway, if this gives you some ideas that's great. Also, open to thoughts on improvements as well as general observations. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Technology Scrapper Primary Power Set: War Mace Secondary Power Set: Shield Defense Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Body Mastery Hero Profile: Level 1: Pulverize -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(5), TchofDth-Dmg/Rchg(5), TchofDth-Acc/Dmg/EndRdx(7), TchofDth-Dmg/EndRdx/Rchg(7), TchofDth-Dam%(9) Level 1: Deflection -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(23), Ags-EndRdx/Rchg(34), Ags-ResDam/EndRdx/Rchg(36), DefBuff-I(45) Level 2: Jawbreaker -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(15), Mk'Bit-Dmg/Rchg(25), Mk'Bit-Acc/EndRdx/Rchg(25), Mk'Bit-Acc/Dmg/EndRdx/Rchg(31), Mk'Bit-Dam%(31) Level 4: Battle Agility -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(40), LucoftheG-Def/Rchg(40), LucoftheG-EndRdx/Rchg(40), LucoftheG-Def/EndRdx/Rchg(46) Level 6: Build Up -- RechRdx-I(A), RechRdx-I(15) Level 8: Clobber -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(9), Mk'Bit-Dmg/Rchg(11), Mk'Bit-Acc/EndRdx/Rchg(11), Mk'Bit-Acc/Dmg/EndRdx/Rchg(13), Mk'Bit-Dam%(48) Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(13) Level 12: Super Jump -- Jump-I(A) Level 14: True Grit -- UnbGrd-Max HP%(A), UnbGrd-ResDam(17), UnbGrd-ResDam/EndRdx(23), UnbGrd-ResDam/EndRdx/Rchg(37), Prv-Heal(37), Prv-Heal/Rchg(46) Level 16: Against All Odds -- EndRdx-I(A), EndRdx-I(17) Level 18: Whirling Mace -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(19), ScrDrv-Dmg/Rchg(19), ScrDrv-Acc/Rchg(21), ScrDrv-Acc/Dmg/EndRdx(21), RechRdx-I(36) Level 20: Phalanx Fighting -- LucoftheG-Rchg+(A), LucoftheG-Def/Rchg(36), LucoftheG-Def(43) Level 22: Kick -- Acc-I(A) Level 24: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam(37), GldArm-3defTpProc(45), Ags-EndRdx/Rchg(48), Ags-ResDam/EndRdx/Rchg(50), StdPrt-ResDam/Def+(50) Level 26: Shatter -- Mlt-Acc/Dmg(A), Mlt-Dmg/EndRdx(27), Mlt-Dmg/Rchg(27), Mlt-Dmg/EndRdx/Rchg(29), Mlt-Acc/Dmg/EndRdx(29), FuroftheG-ResDeb%(31) Level 28: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(39) Level 30: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(42), LucoftheG-Def/EndRdx(42), LucoftheG-Def/Rchg(43), LucoftheG-Def/EndRdx/Rchg(43) Level 32: Crowd Control -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(33), SprScrStr-Acc/Dmg/Rchg(33), SprScrStr-Dmg/EndRdx/Rchg(33), SprScrStr-Acc/Dmg/EndRdx/Rchg(34), SprScrStr-Rchg/+Crit(34) Level 35: Shield Charge -- Mlt-Acc/Dmg/EndRdx(A), Mlt-Acc/Dmg(39), Mlt-Dmg/EndRdx(39), Mlt-Dmg/Rchg(42), Mlt-Acc/EndRdx(46), Mlt-Dmg/EndRdx/Rchg(50) Level 38: Conserve Power -- RechRdx-I(A) Level 41: Physical Perfection -- PrfShf-EndMod(A), PrfShf-End%(45) Level 44: Grant Cover -- LucoftheG-Rchg+(A) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 49: One with the Shield -- Ags-Psi/Status(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit 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 -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(3) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(3) Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Portal Jockey Level 0: Freedom Phalanx Reserve Level 50: Agility Partial Core Revamp ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1506;667;1334;HEX;| |78DA65945B6F125110C7CFC262DB2D945B81D29652A0A51484B26D7D6EA255136D1| |3128C266A252B9CC22A8195AD5A7CF32BF8E237F0D10FE2F56B98182F0F1AF5A90E| |3B7F28091BC8EFECCC9C99FF9CCB1E9EEE7BDF5E7FB92794B92B6DC3B66BD57ACFB| |02CD9D36EC97AABD36D779B7D3178A6E81F1B3A6B87B22D65E98E4123A32E9323FB| |BE3C961D5B96AA2D53B61BC357E1AD74BBEDD281342CB3D3F4392FD7CC66EB84DE3| |4E7AD6A49D9F00FA31AB267B74C2B78D532EBA5CBDD469FAAD827B2D75F2011F981| |90A8C073E61177091BAA50EF81F799178EC007CCE91A53F3111567AE2ACA34D0551| |1D599A96D666687797145385C88620AD5538ED936D784AF059ACC9547E063E62CD5| |73A39E3BC279370260100C318B61669CEA79B89EE229A01EB818E5CD18689982966| |968D1A04583162FB46C418B8FB4CCB0166506F9BC608C92CE725E319B838FE27D1C| |EFF1FD733BB6C02F66F43773ED2FF88559FCCA9CA3B97E45716AF9539C2F002E530| |F41F4107CC6B6D073F09439DF075F3033D0E9A7BC61D6E40A633D3358C7FC3CD345| |BD44D04B6491E7B9C916432F31ECFBDA2EF6799B356F61FF75ECBF3E9890504582F| |4C6A1376E611F9E803DF4F4143CC1FEEF619DA8EE12D67C097AB337D9A7922F81B3| |91806F133D6CE28CE487BDE16CAC909624B424DF719ED5F7E007F02333F509FCCC0| |CD2DAA531370D9D59F493453F9BE8A7683375F455A514EB58D375ECC51BCA97436F| |B9572E5ECBD7CC00F90A882FA0B734F55B427C0939B6C010C597115FBEC4F1CBEAE| |89ED38F1E915447B7F72C3FE12D4F58F409CBCE846577C2723061A9A8A32F80501C| |CB4C80EE355BCEBE69E455E02D723F3FCE6D8A721BE7F286E27C83BE8FC7E3AEFD1| |C8F5F659B0B34B481956B3D1C1B1F8D8D2B63E33F7446748CFF031DBADE2B| |-------------------------------------------------------------------|
  25. Here's what I'm running currently. That Psi damage from IDF and Carnies still hurts, but overall it's pretty good with capped Melee def and plenty of resist. Those robots with energy ranged attacks hurt also. I switch between my Fire PROC Interface slot and the to-hit debuff one if I'm doing more tankerish type of a role. I like the recharge from Agility (Rare), although I started out with Cardiac (Rare). It takes some effort to get the cones lined up, but overall it's worth it. I miss Fireball but having 4.1 recovery is nicer and good regen, I think. I have it in build #2 for when I'm just fooling around, but mostly this is the build. Needless to say, you just sit back and make sandwich for Fire farms, and it's decent overall. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Smoky : Level 50 Magic Brute Primary Power Set: Spines Secondary Power Set: Fiery Aura Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Energy Mastery Hero Profile: Level 1: Barb Swipe -- Hct-Dam%(A), Hct-Dmg/Rchg(3), Hct-Acc/Dmg/Rchg(13), Hct-Acc/Rchg(34), Hct-Dmg/EndRdx(50) Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(11), UnbGrd-ResDam/EndRdx/Rchg(15), UnbGrd-Max HP%(21) Level 2: Blazing Aura -- ScrDrv-Dmg/EndRdx(A), Erd-Acc/Dmg/Rchg(3), Erd-%Dam(7), Erd-Dmg(15), Erd-Acc/Dmg/EndRdx/Rchg(40) Level 4: Spine Burst -- Obl-Dmg(A), Obl-Acc/Rchg(5), Obl-Dmg/Rchg(9), Obl-Acc/Dmg/Rchg(11), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(42) Level 6: Healing Flames -- Pnc-Heal/Rchg(A), Pnc-EndRdx/Rchg(7), Pnc-Heal/EndRedux/Rchg(9), Pnc-Heal(13), Pnc-Heal/+End(23) Level 8: Super Jump -- BlsoftheZ-ResKB(A) Level 10: Combat Jumping -- LucoftheG-Rchg+(A) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(42) Level 14: Temperature Protection -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(37) Level 16: Plasma Shield -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam(17), UnbGrd-ResDam/EndRdx(17), UnbGrd-ResDam/EndRdx/Rchg(39) Level 18: Quills -- ScrDrv-Dmg/EndRdx(A), Erd-Acc/Dmg/Rchg(19), Erd-%Dam(19), Erd-Dmg(23), Erd-Acc/Dmg/EndRdx/Rchg(39) Level 20: Consume -- EffAdp-Acc/Rchg(A) Level 22: Kick -- Acc-I(A) Level 24: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(25), RechRdx-I(25) Level 26: Ripper -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(27), SprBrtFur-Acc/Dmg/Rchg(27), SprBrtFur-Dmg/EndRdx/Rchg(34), SprBrtFur-Acc/Dmg/EndRdx/Rchg(42), SprBrtFur-Rech/Fury(46) Level 28: Burn -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Dmg(29), Obl-Acc/Rchg(29), Obl-Dmg/Rchg(34), Obl-Acc/Dmg/Rchg(37), Obl-%Dam(46) Level 30: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31) Level 32: Throw Spines -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(33), SprUnrFur-Acc/Dmg/Rchg(33), SprUnrFur-Dmg/EndRdx/Rchg(33), SprUnrFur-Acc/Dmg/EndRdx/Rchg(40), SprUnrFur-Rchg/+Regen/+End(43) Level 35: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(36), LucoftheG-EndRdx/Rchg(36), LucoftheG-Def/EndRdx/Rchg(36), LucoftheG-Rchg+(43) Level 38: Spring Attack -- Obl-Dmg(A), Obl-Acc/Rchg(39), Obl-Dmg/Rchg(43), Obl-Acc/Dmg/Rchg(45), Obl-Acc/Dmg/EndRdx/Rchg(45), Obl-%Dam(45) Level 41: Superior Conditioning -- PrfShf-End%(A) Level 44: Physical Perfection -- RgnTss-Regen+(A), Mrc-Rcvry+(46) Level 47: Cross Punch -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(48), SprAvl-Acc/Dmg/EndRdx(48), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(50) Level 49: Fiery Embrace -- RechRdx-I(A), RechRdx-I(50) Level 1: Brawl -- Empty(A) 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: Fury Level 1: Sprint -- Qck-EndRdx/RunSpd(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Heal(A), NmnCnv-Regen/Rcvry+(21) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EffAdp-EndMod/Rchg(A), EffAdp-EndMod(40) Level 50: Melee Partial Radial Graft Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: The Atlas Medallion Level 50: Agility Partial Core Revamp ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1604;716;1432;HEX;| |78DAB5944B6F52411886E7C081160A2D8502BD410BB65C0B96E8DA466D6B624AD2A| |4D19D21588F48AC6D0334DAA5FB1A972EAC5A6F5B776ABDFC00A389FA03FC0326B6| |BAD054E3053FCEFB8612593B813C73DEF966BEDB9C93BF32ED7A74E2EA94D2BA8E2| |F15ABD5C2B1CA5ACDB0E58BA5F2A292615FB8B472717DB443A65E73A99037960C23| |BBB05A5E36AAFD90A68DF3C672D5C8CE968DCA7AE1E85AA5A85CF32B2B4BD939A32| |87625A7F9B0B06A18E7DCE674B65CBA509305179F6A7256756066B5BC989D59362A| |A5F542BE58AD350E331DF48BF729F9BF8A298EBAAED216A572BAB2C44157028C24C| |15C0A7CDC30D7B8E7AB55A9B8AEF46FA0730FECFE0EF6FD108674F5A4B1857BB4CB| |0A7E3E59CC35FB2ED8FD118CEF80AF25362B62B3597F42D37F819DBF41E71F70AC0| |E261B3BE4ECA7B2CB467FB630347B08EC1C015DA360200206A5251DF0A73A3E20D7| |80080E9CA31C7ECDF41115AD0B9AD695462E49725BE0E69A3B08FBB17EF099A83D5| |8B3F6B04E1ED6CFC3FAC558B7B7927B2FE3EF65BDBCAC9797F50AB05E31D6EBB998| |F9CCC6D495EF3A7B29B1FA99937F10E7BC91B383D02CC14DB1F3E9AAFF26C93CDE8| |9CD00FCDB06B6509FC1BBE43D30721F4C3E00330FC117B26B887D1B625F86D9BF61| |F62FC2FE8DB17F19857B62957843AC5188B508B34661D628CCDABD97184718E3884| |B377D8FBAC96EB2078C7BC0542FA88B9F28EB1BF568A676A08FF4923E30E507B580| |52E3CC6B9CF9C4984F8AF94C309F09E63DC1BC1CBD4A25788F1237F87E8996E65D4| |91FC11DC99CD4CCDC36C45196EF657613311FBC45DE26EF80B92DF0A5584FF2BC49| |F631470EEBCDF75C7E3254AA4D996C53726DCAA136E5709B32AB37BF0FF5B9D6553| |BF29ED7B92C9A66EE70789A6F7A7DC7D9FC52282D83E83FEF6B9A760ADDE83B0DEE| |B6DA2760FFA5D5FE1ABCC637C086C3FA7654E60CF19F31EF6CECC2D29996F9D996F| |97F197B81FD98FE02B4C258ED| |-------------------------------------------------------------------|
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