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itaalh

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Posts posted by itaalh

  1. No need to re-invent the wheel. Just use the cheap brute build Mez provides and move to the stronger more expensive one as you get INF. I still run the cheap build and do +4/8 like it's a joke. Make sure to aim for A3 ASAP after hitting Veteran 3.  If you're not sure what A3 is: It's Alpha 3rd or higher rank which will grant your character a level shift. This makes you 1 level stronger in power, literally turning a +4 into a +3 in power for the same rewards as +4. This is how you farm +4 effectively.

     

    just saw a veteran level 49 not using the +1 level shift ...

  2. I used moonbeam only when momentum was down, so yeah, its massive damage offset the redraw time (do more damage than anything else than Rend Armor)

    I used offensive of course

    It was OK but I had to shut down tough/weave/manoeuvers.

  3. beta server

    TW/Bio Srapper

    T3 musc/reactive/hybrid assault (did not go T4 to compete with StJ stalker build!)

     

    with BM: CB-AoD-FT-RA-Moonbeam-FT

    without BM : CB-AoD-FT-RA-Moonbeam

     

    115sec

     

    build (not definitive, made for DPS testing only)

    http://www.cohplanner.com/mids/download.php?uc=1568&c=716&a=1432&f=HEX&dc=78DA65945B6F125110C777CB62CB9616DA52682DB5057A85B205F5C56BA3564D6C8928263E19DCC291AE229005137DF4C1472FA9267E021F7C31D18FE1F50BA8ADB7C45BD5444DF4691D987F91743721BF6166CE9CFFCC9E3DA9CBF3EE0747AFCE4972F7A1A25EAD66333953AF5484E94CE9052327D59F76FA0537FCD994280AA19D326A7A297B5AE89572A91A6E06E7C53951AA0AEDA051CE1E370B7AC9C8650F9817CBA6A4A6CBE5A296A908917737CC455A6B940A5D8D3F478CC2728DFE793642796156978DCAE0E18A91D33235BD7881AA67CA978AD9945EAD09F3CA00894AD2EF7A40C26339A43421EC92DA4E8027994A86F932429491FBD7410528F68BB9E537F887F98A7265CE95E5BB6D0D5FC70AF335C51C1C6B73F4CB0D9FEA63BABDCC1BA4CBC9BA9CCEC75CD3FD84D9FD147CC6F43E075F306F0678E8B45669474FBDE8A9173DF9D093EFBCD458B34A9A5CACC98AD0E24EB6A5CE783DAE487EF27541731734FB17783FFF4FE61BAAE18166CF47F60D7C023F33B77E01BF3283EBCC15D2DC03CD3D319E5330CADC360D4E8193CCB7B45F1F34F5E13D8CE23D8C6E67DEA2BAFD5C57EEBFCFEB46EF3165EA2980771FC09C42985308730A614EB7297110BD0DEEE3F591BDE01E7037736C1733798DF98E740EA1B721F43F86FEC730A709CC6902737290B661F4368CDE26D0DB648002C32EE90E691A81A691B30AC7747089399D03F3A060BE274D619CCFF01CD78DEE677EA0D838F48E435F14FAA2D037833E66D087427AA7A0770AE76306673A8E33DD433931E4C49013DF9453DF4EC3DE5A92E7379B0067410DF38D33C35437815E12313ECF4930A834BFEFFAD1B62C6944697EC556D4164DD83C499B6787CDB3D3E659B479D20AB6258FDCF0B8BC740FB0C75A579BF705A2DFD5961B24C453EE38468E4997F4CD96FD43B5DF372AEE9B87F56F1BFBACB5D88F5AECD5FFF7A09556EB55D83ED362EB2DF6528BBDE959E8A35D11FA07A3F11DBE
  4. Rad/staff

    Rad armor:Cap most resist. Cap all resist with near 50 ult uptime

    -regen

    -tohit

    -def

    -res can be slotted in aura

    High absorb

    Great heal

    High Regen

    Great endurance management

     

    Staff:

    -def cone attack (+melee self def). Can be slotted with -res proc

    +res with combo

    Aoe with KB (can slot force feedback) on short CD

    aoe -res with combo

     

     

  5. Since stalkers don’t get staff mastery I thought they didn’t have perfection.  I may not have looked at the wiki article close enough. I guess it does still say “consumes perfection” on the two powers.  Or is it just by default form of the body for stalkers? If that’s the case, then that is fine with me as that is the form I’d generally be in anyway.

     

    I was thinking of doing a staff/bio stalker. If each stack of perfection gives 15% bonus and offensive stance giving a +32% damage bonus (at least that’s what it says on my scrapper) it should pump out some pretty good damage.

     

    I like the look of the staff and like that it has some decent AoE and ST damage options. I’m sure it wouldn’t be able to farm like a brute or anything, but if built right hopefully it could still handle some bigger and higher level mobs.

     

    What would you think of the combo?

    I’m pretty sure it’s 25% with stalker

  6. As a controller, you should not need to worry so much about your personal defenses. You should be using your primary to prevent the mobs from acting and your secondary to mitigate what you can't prevent with your primary.

     

    Just passing through and wanted to say this is the most succinct summary I've seen of a team Controller's role.  It should be at the top of a guide...maybe every guide.

     

    Yeah.

    As I told  I used to play a fire/rad with fire damage aura and hold aura, so I was right in the melee and prefered to have some defs.

    But with other powerset, since you are ranged defenses are useless with the control you offer.

  7. Try plant.

     

    The plant immobilize AE is the most damaging immobilize AE of all controllers, its actually good to slot for damage. The cone confusion is a really great opener. Carrion crawlers at 26 can be made almost permanent and are a constant damage source as well. Plus the fly trap is a very nice pet. Its a really nice complete set for AE damage. As a secondary use something like dark, rad or storm (or maybe poison) so you can debuff enemy resists, further enhancing your damage.

    Carrion crawler+tar patch ... i must try that

  8. you really don't need this +6% acc kismet on combat jumping, put a Shield Wall +5% res instead !

     

    Remove 1 EndMod IO on stamina and put it in Gamma Boost.

    if you don't need more stamina, use it in combat jumping for antother +0-10% res from Reactive Defenses

     

    Edit: I’m at work now so I can’t access to mid’s. Be sure to slot Particule Shielding good because it’s gonna be your main mitigation tool (it shield you for more  than 50% of your HP, and it increase Regen like +hp would do)

  9. I think it's a bit better build in terms of which powers you're taking and when. I've got the new version of Mids now so I can look at what your slotting actually is. It looks to me like you have chosen many of your slottings to get a set bonus and not in order to efficiently enhance a power. For instance in Crushing Field you have selected the Acc/Recharge, Immobilize/Range, Acc/Immob/Rech, and Acc/Immobilize pieces of Enfeebled Operations adding up to 73% accuracy which is just a huge waste. I bet you went there because 4 pieces gives you 2.5% defense to smashing and lethal and 1.25% defense to melee.

     

    As a controller, you should not need to worry so much about your personal defenses. You should be using your primary to prevent the mobs from acting and your secondary to mitigate what you can't prevent with your primary. Putting a well enhanced Radiation Infection on a mob and then pinning it in place with an immobilize - and his buddies in place near him with your Crushing Field - is going to negate more damage than every bit of defense and resistance from set bonuses in your build combined. The reason you have powers like Temporary Invulnerability in the epic pool is that you'll be dealing with very high level mobs and large numbers of them and you need some personal mitigation while you deploy your various controls and debuffs as fights start, not because you're going to be under continuous fire.

     

    Additionally when you are choosing sets you will often see that they do not line up well with a particular power. In this example, Enfeebled Operation is overloaded on accuracy. Why it has a 1/2 dose of range in there I don't understand, but really it's just overall overkill.  You three slotted Crush with a different set and stopped there - the numbers are good! (I'd have gone ahead and put in the damage proc myself.) There are a lot of sets that have stupid stat distributions because when the devs created the sets they literally did not know what they were doing and were making it up as they went along; or they were looking at one example of a power of a given type and not realizing other powers had wildly different stat distributions.  For instance single target controller holds have innate bonus accuracy and area effect controller holds have lower than normal accuracy; and also healing powers vary wildly between AoE, Single Target, and the ones that have a to-hit check. While many IO sets for a particular category follow the same pattern, due to player feedback some sets have multiple patterns so be aware of that when picking your pieces. Generally, sets that line up very well and enhance a power ideally right out of the box are the rarities; sometimes, being lured into 6 slotting a power isn't a big deal because you're only going a little overboard but other times you'd really be better off stopping at less. You really do see this when you compare the slotting for Crush and Crushing Field. Honestly when I was playing a Grav/Rad I simply slotted Crush with pieces of a ranged damage set because its base duration on the immobilize didn't need any enhancement and I used it for damage.

     

    Side note: you have marked a Blessing of the Zephyr knockback protection IO in your build as a level 50 IO. You will not want that, the benefit would shut of if you exemplared to level 46 or lower; for special IOs like that you want to get the LOWEST level one possible as they stop working if you drop 3 levels below them. I know you can't mark individual IO levels in your builds but I just wanted to make sure you know that trick.

     

    You slotted Singularity with a knockback set. That's pretty bold. You are clearly slotting that power for the 7.5% global recharge and the 3 points of knockback protection. Singularity's knockback is in the form of it being a sentient ball of Repel, and you have slotted it with 174% Knockback (knockback is on a different ED scale than damage, you're down from 220% pre-ED). You apparently want your singularity to touch Hellions and lob them to the other side of Perez Park. Wow.  Now my memory is a little fuzzy and looking at which sets Singularity takes I think that it doesn't mesh well with most sets other than Pet, but actually there's something better you can do. Not including the purple epic sets and Archetype sets, the very best enhancement for a singularity is: a Peroxisome Hamidon Origin Enhancement. Peroxis enhance all mez types and all damage types simultaneously, and Singy has 3 powers: Crush, Lift, and Gravity Distortion. 3 Peroxis will give you 95% damage, hold, AND immobilize, all in just 3 slots. That's 9 slots worth of enhancement that actually apply to its three powers and there is no set that can touch that. Singularities also have very high accuracy ... to the extent we had a topic on the old game forums titled "have you ever seen a singularity attack miss...ever?"  And we couldn't. Again, memory fuzzy but I think we found was at the accuracy cap so maybe if you're fighting +4s it would come up with some misses. I think for mine, I had the 3 Hami-Os, then I stuck in 2 of the pet special protection procs - probably an Edict of the Master/Defense Bonus and a Soverign Right/Resistance Bonus (sometimes it tanked for me).  For the last slot I think I jammed in 1 Acc/Recharge just to be sure and provide a little quicker recast if I had to dismiss it.

     

    Once you get your singularity you'll quickly see what works for you. Well actually once you start playing this build you'll quickly get a better feel for where you need to just knuckle down and get the basic slotting taken care of first.  Hope this helps a lot!

     

    Well that in general. Once you get playing this you'll see what you really need and where. : )

     

    I understand all of that.

    My controller is 32+ now, and I if I'm pretty experienced with rad, I'm a total beginner with grav.

    I tried Singularity. I put KB on it because all the other available set were bad for +recharge.

    I tought +KB would be minor, and I did not intent to push Hellions from AP to Perez Park, I only wanted the rech bonus.

     

    the 4 pieces in crushing field was a leftover from the last build, it look likes I forgot to change this one.

     

    Thanks a lot for the advices.

     

     

     

  10. so what do you think about this new build please ?

     

    Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Technology Controller

    Primary Power Set: Gravity Control

    Secondary Power Set: Radiation Emission

    Power Pool: Sorcery

    Power Pool: Speed

    Power Pool: Leadership

    Power Pool: Flight

    Ancillary Pool: Primal Forces Mastery

     

    Hero Profile:

    Level 1: Crush -- TraoftheH-Acc/Immob/Rchg:50(A), TraoftheH-EndRdx/Immob:50(3), TraoftheH-Acc/Rchg:50(3)

    Level 1: Radiant Aura -- Prv-Heal/EndRdx:50(A), Prv-Heal:50(5), Prv-EndRdx/Rchg:50(5), Prv-Heal/Rchg:50(7), Prv-Heal/Rchg/EndRdx:50(7), Prv-Absorb%:50(9)

    Level 2: Radiation Infection -- DarWtcDsp-ToHitDeb:50(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx:50(9), DarWtcDsp-ToHitDeb/EndRdx:50(11), DarWtcDsp-Slow%:50(11), TchofLadG-DefDeb:50(13), TchofLadG-DefDeb/EndRdx:50(13)

    Level 4: Gravity Distortion -- BslGaz-Acc/Hold:30(A), BslGaz-Acc/Rchg:30(17), BslGaz-Rchg/Hold:30(17), BslGaz-EndRdx/Rchg/Hold:30(19)

    Level 6: Mystic Flight -- BlsoftheZ-Travel/EndRdx:50(A), BlsoftheZ-ResKB:50(19)

    Level 8: Crushing Field -- EnfOpr-Acc/Immob/Rchg:50(A), EnfOpr-Acc/Immob:50(21), EnfOpr-Immob/Rng:50(21), EnfOpr-Acc/Rchg:50(23)

    Level 10: Enervating Field -- EndRdx-I:50(A), EndRdx-I:50(23)

    Level 12: Hover -- LucoftheG-Rchg+:50(A)

    Level 14: Accelerate Metabolism -- PrfShf-EndMod:50(A), PrfShf-EndMod/Rchg:50(25), PrfShf-EndMod/Acc/Rchg:50(25), PrfShf-Acc/Rchg:50(27), RechRdx-I:50(27)

    Level 16: Hasten -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29)

    Level 18: Gravity Distortion Field -- BslGaz-Acc/Hold:30(A), BslGaz-Acc/Rchg:30(31), BslGaz-Rchg/Hold:30(31), BslGaz-EndRdx/Rchg/Hold:30(31), GhsWdwEmb-Hold/Rng:50(33), GhsWdwEmb-Acc/Hold/Rchg:50(33)

    Level 20: Lingering Radiation -- TmpRdn-Acc/Slow:50(A), TmpRdn-Dmg/Slow:50(33), TmpRdn-Acc/EndRdx:50(34), TmpRdn-Rng/Slow:50(34), TmpRdn-EndRdx/Rchg/Slow:50(34), TmpRdn-Acc/Dmg/Slow:50(36)

    Level 22: Mutation -- RechRdx-I:50(A), RechRdx-I:50(36)

    Level 24: Assault -- EndRdx-I:50(A), EndRdx-I:50(36)

    Level 26: Wormhole -- Stp-Acc/Rchg:50(A), Stp-EndRdx/Stun:50(37), Stp-Acc/EndRdx:50(37), Stp-Stun/Rng:50(37), Stp-Acc/Stun/Rchg:50(39)

    Level 28: Tactics -- GssSynFr--ToHit:21(A), GssSynFr--ToHit/Rchg/EndRdx:50(39), GssSynFr--Rchg/EndRdx:50(39), GssSynFr--ToHit/EndRdx:50(40)

    Level 30: Vengeance -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(40), LucoftheG-Def/Rchg:50(40), LucoftheG-Def/EndRdx/Rchg:50(42)

    Level 32: Singularity -- KntCrs-Dmg/KB:50(A), KntCrs-Acc/KB:50(42), KntCrs-Rchg/KB:50(42), KntCrs-Rechg/EndRdx:50(43), KntCrs-Dmg/EndRdx/KB:50(43), KntCrs-Acc/Dmg/KB:50(43)

    Level 35: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(45)

    Level 38: Dimension Shift -- TraoftheH-Acc/EndRdx:50(A), TraoftheH-EndRdx/Immob:50(45), TraoftheH-Acc/Immob/Rchg:50(45)

    Level 41: Temp Invulnerability -- UnbGrd-ResDam:40(A), UnbGrd-ResDam/EndRdx:40(46), StdPrt-ResKB:30(46)

    Level 44: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(46)

    Level 47: EM Pulse -- BslGaz-Acc/Hold:30(A), BslGaz-Acc/Rchg:30(48), BslGaz-Rchg/Hold:30(48), BslGaz-EndRdx/Rchg/Hold:30(48)

    Level 49: Fallout -- CldSns-Acc/EndRdx/Rchg:30(A), CldSns-ToHitDeb:30(50), CldSns-ToHitDeb/EndRdx/Rchg:30(50), CldSns-Acc/Rchg:30(50)

    Level 1: Brawl -- Empty(A)

    Level 1: Containment

    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:50(A), Mrc-Rcvry+:40(15)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(15)

    Level 0: Freedom Phalanx Reserve

    Level 0: Portal Jockey

    Level 0: Task Force Commander

    Level 0: The Atlas Medallion

    Level 50: Intuition Radial Paragon

    ------------

    ------------

    Set Bonus Totals:

    • 2.5% Defense(Smashing)
    • 2.5% Defense(Lethal)
    • 9.06% Defense(Energy)
    • 9.06% Defense(Negative)
    • 1.25% Defense(Melee)
    • 6.88% Defense(Ranged)
    • 3.15% Max End
    • 1.5% Enhancement(SpeedFlying)
    • 13% Enhancement(Immobilized)
    • 9% Enhancement(Accuracy)
    • 3% Enhancement(Stunned)
    • 1.5% Enhancement(JumpHeight)
    • 1.5% Enhancement(SpeedRunning)
    • 1.5% Enhancement(SpeedJumping)
    • 75% Enhancement(RechargeTime)
    • 6.25% Enhancement(Max EnduranceDiscount)
    • 27% SpeedFlying
    • GrantPower Preventive Medicine (10% chance, if Scourge)
    • 137.3 HP (13.5%) HitPoints
    • 27% JumpHeight
    • 27% SpeedJumping
    • Knockback (Mag -11)
    • Knockup (Mag -11)
    • MezResist(Confused) 20%
    • MezResist(Held) 20%
    • MezResist(Immobilized) 20%
    • MezResist(Sleep) 20%
    • MezResist(Stunned) 20%
    • MezResist(Terrorized) 20%
    • 17.5% (0.29 End/sec) Recovery
    • 16% (0.68 HP/sec) Regeneration
    • 4.5% Resistance(Smashing)
    • 4.5% Resistance(Lethal)
    • 3% Resistance(Fire)
    • 3% Resistance(Cold)
    • 4.5% Resistance(Energy)
    • 4.5% Resistance(Negative)
    • 27% SpeedRunning

     

     

     

     

  11. Thanks for your input, it is very welcome !

    I used to play fire/rad on live (full IO+incarnate, Firadeon was his name on Freedom) and don’t have a lot on deaths into my team usually, that’s why I didn’t pick vengeance/fallout.

     

    I might reconsider this later.

     

    Concerning choking cloud.... well you might be right. I ise to play with the fire aura so I was in melee quite often, and that’s also why I picked a lot of defense. With gravity, I might also reconsider this because you mark a point on this one !

     

    Really, thank you !

  12. here is the build I'm planning for my full support controller.

    Be careful: this is NOT a solo/damage build, I'm making this char with support only in mind !

     

    It's a mid-expensive set without purples but with a few expensive IOs

     

    You can swap from IO set to regular IO with shift+right click on the power

     

    Hero Plan by Mids' Hero Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Level 50 Technology Controller

    Primary Power Set: Gravity Control

    Secondary Power Set: Radiation Emission

    Power Pool: Sorcery

    Power Pool: Speed

    Power Pool: Leadership

    Power Pool: Fighting

    Ancillary Pool: Primal Forces Mastery

     

    Hero Profile:

    Level 1: Crush -- TraoftheH-Acc/Immob/Rchg:50(A), TraoftheH-EndRdx/Immob:50(43), TraoftheH-Acc/Rchg:50(46)

    Level 1: Radiant Aura -- Prv-Heal/EndRdx:50(A), Prv-Heal:50(9), Prv-EndRdx/Rchg:50(11), Prv-Heal/Rchg:50(13), Prv-Heal/Rchg/EndRdx:50(13), Prv-Absorb%:50(36)

    Level 2: Radiation Infection -- DarWtcDsp-ToHitDeb:50(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx:50(5), DarWtcDsp-ToHitDeb/EndRdx:50(5), DarWtcDsp-Slow%:50(7), TchofLadG-DefDeb:50(7), TchofLadG-DefDeb/EndRdx:50(9)

    Level 4: Gravity Distortion -- BslGaz-Acc/Hold:30(A), BslGaz-Acc/Rchg:30(37), BslGaz-Rchg/Hold:30(45), BslGaz-EndRdx/Rchg/Hold:30(46)

    Level 6: Mystic Flight -- EndRdx-I:50(A)

    Level 8: Crushing Field -- EnfOpr-Acc/Immob/Rchg:50(A), EnfOpr-Acc/Immob:50(40), EnfOpr-Immob/Rng:50(45), EnfOpr-Acc/Rchg:50(46)

    Level 10: Enervating Field -- EndRdx-I:50(A), EndRdx-I:50(11)

    Level 12: Dimension Shift -- TraoftheH-Acc/EndRdx:50(A), TraoftheH-EndRdx/Immob:50(43), TraoftheH-Acc/Immob/Rchg:50(43)

    Level 14: Accelerate Metabolism -- PrfShf-EndMod:50(A), PrfShf-EndMod/Rchg:50(15), PrfShf-EndMod/Acc/Rchg:50(15), PrfShf-Acc/Rchg:50(17), RechRdx-I:50(17)

    Level 16: Mutation -- RechRdx-I:50(A), RechRdx-I:50(19)

    Level 18: Gravity Distortion Field -- BslGaz-Acc/Hold:30(A), BslGaz-Acc/Rchg:30(19), BslGaz-Rchg/Hold:30(39), BslGaz-EndRdx/Rchg/Hold:30(39), GhsWdwEmb-Hold/Rng:50(40), GhsWdwEmb-Acc/Hold/Rchg:50(40)

    Level 20: Lingering Radiation -- Acc-I:50(A), Acc-I:50(21), RechRdx-I:50(21), RechRdx-I:50(39)

    Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(23)

    Level 24: Maneuvers -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(25), LucoftheG-Def/EndRdx:50(25), LucoftheG-Def/EndRdx/Rchg:50(27)

    Level 26: Wormhole -- Stp-Acc/Rchg:50(A), Stp-EndRdx/Stun:50(27), Stp-Acc/EndRdx:50(36), Stp-Stun/Rng:50(37), Stp-Acc/Stun/Rchg:50(37)

    Level 28: Choking Cloud -- BslGaz-Acc/Hold:30(A), BslGaz-EndRdx/Rchg/Hold:30(29), BslGaz-Acc/EndRdx/Rchg/Hold:30(29), BslGaz-Rchg/Hold:30(34)

    Level 30: Tactics -- GssSynFr--ToHit:21(A), GssSynFr--ToHit/Rchg/EndRdx:50(31), GssSynFr--Rchg/EndRdx:50(31), GssSynFr--ToHit/EndRdx:50(31)

    Level 32: Singularity -- KntCrs-Dmg/KB:50(A), KntCrs-Acc/KB:50(33), KntCrs-Rchg/KB:50(33), KntCrs-Rechg/EndRdx:50(33), KntCrs-Dmg/EndRdx/KB:50(34), KntCrs-Acc/Dmg/KB:50(34)

    Level 35: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(36)

    Level 38: Boxing -- Empty(A)

    Level 41: Temp Invulnerability -- UnbGrd-ResDam:40(A), UnbGrd-ResDam/EndRdx:40(42), StdPrt-ResKB:30(42), StdPrt-ResDam/Def+:30(42)

    Level 44: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(45)

    Level 47: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(48), UnbGrd-Max HP%:50(48), GldArm-3defTpProc:50(48)

    Level 49: Weave -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(50), LucoftheG-Def/EndRdx:50(50), LucoftheG-Def/EndRdx/Rchg:50(50)

    Level 1: Brawl -- Empty(A)

    Level 1: Containment

    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:50(A), Mrc-Rcvry+:40(3)

    Level 2: Hurdle -- Empty(A)

    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(3)

    Level 0: Freedom Phalanx Reserve

    Level 0: Portal Jockey

    Level 0: Task Force Commander

    Level 0: The Atlas Medallion

    Level 50: Intuition Radial Paragon

    ------------

    ------------

    Set Bonus Totals:

    • 8.5% Defense(Smashing)
    • 8.5% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 13.5% Defense(Energy)
    • 13.5% Defense(Negative)
    • 6% Defense(Psionic)
    • 7.25% Defense(Melee)
    • 9.75% Defense(Ranged)
    • 6% Defense(AoE)
    • 3% Enhancement(Stunned)
    • 13% Enhancement(Immobilized)
    • 65% Enhancement(RechargeTime)
    • 8.75% Enhancement(Max EnduranceDiscount)
    • 18% Enhancement(Accuracy)
    • 27% SpeedFlying
    • GrantPower Preventive Medicine (10% chance, if Scourge)
    • 225.1 HP (22.13%) HitPoints
    • 27% JumpHeight
    • 27% SpeedJumping
    • Knockback (Mag -7)
    • Knockup (Mag -7)
    • MezResist(Confused) 20%
    • MezResist(Held) 20%
    • MezResist(Immobilized) 20%
    • MezResist(Sleep) 20%
    • MezResist(Stunned) 20%
    • MezResist(Terrorized) 20%
    • 17.5% (0.29 End/sec) Recovery
    • 26% (1.1 HP/sec) Regeneration
    • 4.5% Resistance(Smashing)
    • 4.5% Resistance(Lethal)
    • 3% Resistance(Fire)
    • 3% Resistance(Cold)
    • 4.5% Resistance(Energy)
    • 4.5% Resistance(Negative)
    • 27% SpeedRunning

     

     

     

     

     

  13. Scrapper base HP:1338

    Brute base HP:1499

     

    Scrapper HP cap: 2409

    Brute HP cap: 3212

     

    If you can stack a lot of +hp bonuses with IO set, regen is going to be better on brute. Moment of Glory will also be more effective because the brute resistance cap is higher (90%) than the scrapper one (70%)

     

    If you don’t want to spend a lot in IO for +HP and +rech, they are equal

  14. [EDITED RAD BUILD]

     

    Hello.

    I used to play SS/ElecA on the old NCSoft servers.

     

    Now, Rad Armor is here, so I really can't decide between the 2 sets:

     

    -Both fits the theme of my character (a technology brawler)

    -I aim very end-game: trials, solo-ing GM, custom challenges

    -I can't do BOTH ! my play time is limited (father here !)

     

    So, I played both and I like them equally, so the only thing in mind is their capabilities versus High-End content.

    Understand, I know "both are enough to enjoy the end-game", I just want to be the more competitive that is possible.

    Both have strenths and weakness versus the other set:

    -Rad has a better ult, to hit/def/regen debuffs

    -ElecA has a damage aura that save times versus multiple ennemies, and a more reliable endurance management. It's ult is stronger, but is not up as frequent as the rad one, and has a much greater down malus.

     

    Do not bother about cheaper build, I already made them for both, but my aim is Endgame, so that's what we are talking about here

     

    here are the 2 builds, if you have any advice to improve them, feel free to share !

     

    SS/Rad: EDITED BUILD (was the wrong one before !)

    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|

     

     

    SS/ElecA

    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |B20A2A64ECAB51D2D6D9D0E893EFAE017F0C5077D73D7C40FA6A27E837A66CE1F68|
    |68D3E677EED9FEF79E3BD3F4F3F5C08FAD972B42B6DE2A1AD56A76CD3AB6952F6DE|
    |4CD9C570811D9B60DA358886632731B45955B8DBAF1268AF4BB5636AD8A4AE999E3|
    |8AB2B219DB52A5BC5D18E4D0BA7AAC4A55A53B85B665E6B2ABD651D90A6D970A8AF|
    |26CFDD4F0EF96CB453D5351EA30E09A3BCAA898A57C9BBBD834F3059B56C1D3D0A1|
    |B2AA05B312D9A898391D9B38CEA68DAAADAC17BDB4B369FAC5A5C0A7E615BB8E431|
    |39E3DF00E53CB30DF3B6912B9C3644C506C84792906C699098954CA95E8EB47DF00|
    |FA06D0374163F272AEF00E9095D2C4475AF9A0E583563BB43AA0D501AD314213D7F|
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    |-------------------------------------------------------------------|

     

     

    Thank you for your help !

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