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Jelidan - Kat/SR Scrapper: A write-up/Request
Jelidan - Kat/SR Scrapper: A write-up/Request
#1
With the coming of i13, and dual builds, I thought I'd make my lvl 50 into a PvE/PvP toon. One build the concept build, the other for the PvP zones and the arena. As some of you may or may not know, my main lvl 50 toon is a Kat/SR scrapper. Goes by the name of Jelidan, and been seen to interact with some of the Legendary on occassion.
Concept wise, as it stands now, she is a sword fighter... a very fast moving sword fighter - with a 'spirit in the blade' type sword. What good is a sword fighter that can't get out the way of her own blade? She is use to moving faster then normal and dodging attacks, but the skills are actually from the blade itself. She sees the world slightly differently then others, due to the whispering of the blade, and vast amounts of knowledge, but that is merely dependent on when and if her blade chooses to tell her about something that is knows. (Like it knows that there is something weird about Wy'tin when they first crossed paths, but only told Jelidan to be careful) Yes, Jelidan can see Alistair, on occasion, again due to the blade's influence. Jelidan also has the innate ability to be moving so fast standing still to partly phase out of sync with this dimension and appear transparent. Yes, her name is a corruption of Jedi, she's grown much, much more from her original concept.
Budget constraints: well currently I only have 60 mil, but for all intents and purposes there are none. This build as literally cost me over 100 mil. Price is no object. I'll get the money eventually, and know how to work the market.
Now that I've yabbered on, onto the actual build itself.
When I did this, my original plan for Jelidan, I was under the impression that as you exemplared down, you lost the set bonuses from IOs, even if you had access to the IOs. For example if you 6 slotted Brawl and put a full set of lvl 40 Touch of Death in it, I though you would loose the bonuses if you exemplared below level 40. I would really, really like proof that this is not the case, that the level of the IO set does not matter for the Set bonuses to be applied.
Anyway, Terrance says this isn't the case. So one his word it looks like I'm wrong.
With all of the above in mind, here is the build that got me to lvl 50 without a respec. (ok so I switched to generics IOs when IOs came along, and then to sets, but no respec has been used)
Hero Plan by Mids' Hero Designer 1.4006
http://www.cohplanner.com/
Jelidan - Sets: Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Concealment
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Sting of the Wasp
  • (A) Touch of Death - Chance of Damage(Negative): Level 25
  • (3) Touch of Death - Accuracy/Damage: Level 28
  • (5) Touch of Death - Damage/Endurance: Level 28
  • (9) Touch of Death - Damage/Recharge: Level 28
  • (11) Touch of Death - Accuracy/Damage/Endurance: Level 28
  • (15) Touch of Death - Damage/Endurance/Recharge: Level 28
Level 1: Focused Fighting
  • (A) Red Fortune - Defense/Endurance: Level 33
  • (7) Red Fortune - Defense/Recharge: Level 33
  • (17) Red Fortune - Endurance/Recharge: Level 33
  • (29) Red Fortune - Defense/Endurance/Recharge: Level 33
  • (43) Red Fortune - Defense: Level 33
  • (45) Red Fortune - Endurance: Level 33
Level 2: Flashing Steel
  • (A) Scirocco's Dervish - Accuracy/Damage: Level 28
  • (3) Scirocco's Dervish - Damage/Endurance: Level 28
  • (5) Scirocco's Dervish - Damage/Recharge: Level 28
  • (9) Scirocco's Dervish - Accuracy/Recharge: Level 28
  • (11) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 28
  • (15) Scirocco's Dervish - Chance of Damage(Lethal): Level 25
Level 4: Focused Senses
  • (A) Red Fortune - Defense: Level 33
  • (7) Red Fortune - Defense/Recharge: Level 33
  • (17) Red Fortune - Endurance/Recharge: Level 33
  • (29) Red Fortune - Defense/Endurance/Recharge: Level 33
  • (43) Red Fortune - Defense/Endurance: Level 32
  • (45) Red Fortune - Endurance: Level 33
Level 6: Swift
  • (A) Run Speed IO: Level 35
Level 8: Stealth
  • (A) Gift of the Ancients - Defense/Endurance: Level 28
  • (37) Gift of the Ancients - Defense: Level 28
Level 10: Practiced Brawler
  • (A) Recharge Reduction IO: Level 40
Level 12: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (13) Recharge Reduction IO: Level 40
  • (13) Recharge Reduction IO: Level 30
Level 14: Super Speed
  • (A) Celerity - +Stealth: Level 50
Level 16: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (46) Miracle - +Recovery: Level 40
  • (46) Miracle - Heal: Level 40
Level 18: The Lotus Drops
  • (A) Scirocco's Dervish - Accuracy/Damage: Level 28
  • (19) Scirocco's Dervish - Damage/Endurance: Level 28
  • (19) Scirocco's Dervish - Damage/Recharge: Level 28
  • (23) Scirocco's Dervish - Accuracy/Recharge: Level 28
  • (23) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 28
  • (25) Scirocco's Dervish - Chance of Damage(Lethal): Level 25
Level 20: Stamina
  • (A) Endurance Modification IO: Level 30
  • (21) Endurance Modification IO: Level 30
  • (21) Endurance Modification IO: Level 30
Level 22: Quickness
  • (A) Run Speed IO: Level 50
Level 24: Build Up
  • (A) Recharge Reduction IO: Level 30
  • (25) Recharge Reduction IO: Level 30
  • (27) Recharge Reduction IO: Level 30
Level 26: Soaring Dragon
  • (A) Touch of Death - Chance of Damage(Negative): Level 25
  • (27) Touch of Death - Accuracy/Damage: Level 28
  • (31) Touch of Death - Damage/Endurance: Level 28
  • (31) Touch of Death - Damage/Recharge: Level 28
  • (31) Touch of Death - Accuracy/Damage/Endurance: Level 28
  • (40) Touch of Death - Damage/Endurance/Recharge: Level 28
Level 28: Aid Other
  • (A) Doctored Wounds - Heal: Level 30
  • (37) Doctored Wounds - Heal/Endurance/Recharge: Level 30
Level 30: Aid Self
  • (A) Healing IO: Level 50
  • (34) Interrupt Reduction IO: Level 50
  • (37) Interrupt Reduction IO: Level 50
Level 32: Golden Dragonfly
  • (A) Scirocco's Dervish - Accuracy/Damage: Level 33
  • (33) Scirocco's Dervish - Damage/Endurance: Level 33
  • (33) Scirocco's Dervish - Damage/Recharge: Level 33
  • (33) Scirocco's Dervish - Accuracy/Recharge: Level 33
  • (34) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 33
  • (34) Scirocco's Dervish - Chance of Damage(Lethal): Level 33
Level 35: Evasion
  • (A) Red Fortune - Defense/Endurance: Level 38
  • (36) Red Fortune - Defense: Level 38
  • (36) Red Fortune - Defense/Recharge: Level 38
  • (36) Red Fortune - Endurance/Recharge: Level 38
  • (45) Red Fortune - Defense/Endurance/Recharge: Level 38
Level 38: Elude
  • (A) Red Fortune - Defense/Endurance: Level 39
  • (39) Red Fortune - Defense/Recharge: Level 39
  • (39) Red Fortune - Endurance/Recharge: Level 39
  • (39) Red Fortune - Defense/Endurance/Recharge: Level 39
  • (40) Red Fortune - Defense: Level 39
  • (40) Red Fortune - Endurance: Level 39
Level 41: Focused Accuracy
  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 41
  • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 44
  • (42) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 44
  • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 44
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 44
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 44
Level 44: Agile
  • (A) Defense Buff IO: Level 50
  • (48) Defense Buff IO: Level 50
Level 47: Dodge
  • (A) Defense Buff IO: Level 50
  • (48) Defense Buff IO: Level 50
Level 49: Lucky
  • (A) Defense Buff IO: Level 50
------------
Level 1: Brawl
  • (A) Hecatomb - Accuracy/Recharge: Level 50
  • (48) Hecatomb - Damage/Recharge: Level 50
  • (50) Hecatomb - Accuracy/Damage/Recharge: Level 50
  • (50) Hecatomb - Damage/Endurance: Level 50
  • (50) Hecatomb - Damage: Level 50
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Critical Hit
------------
Set Bonus Totals:
  • 15.5% DamageBuff(Smashing)
  • 15.5% DamageBuff(Lethal)
  • 15.5% DamageBuff(Fire)
  • 15.5% DamageBuff(Cold)
  • 15.5% DamageBuff(Energy)
  • 15.5% DamageBuff(Negative)
  • 15.5% DamageBuff(Toxic)
  • 15.5% DamageBuff(Psionic)
  • 9.38% Defense(Psionic)
  • 8.75% Defense(Melee)
  • 10% Defense(Ranged)
  • 11.9% Defense(AoE)
  • 30% Enhancement(RechargeTime)
  • 42% Enhancement(Accuracy)
  • 5% FlySpeed
  • 65.3 HP (4.87%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 5.5%
  • MezResist(Immobilize) 14.3%
  • MezResist(Terrorized) 2.2%
  • 11% (0.18 End/sec) Recovery
  • 30% (1.68 HP/sec) Regeneration
  • 7.56% Resistance(Fire)
  • 7.56% Resistance(Cold)
  • 9.38% Resistance(Negative)
  • 5% RunSpeed

Code:
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At Level 50, when I have all the toggles running, Jelidan has 43.8% Melee, 45% Ranged, 45.6% AoE. Note that I do NOT have the health uniques atm, and I was about to bid for the +Stealth. This Defense puts Jelidan around the soft cap of 45% for positional defenses.
There are only two problems.
Late bloomer. She doesn't get to this point until after lvl 40.
End usage. She chews End like its going out of fashion. Particularly when she runs all the toggles and gets in full swing. Then you add Focused Accuracy into the mix. The result? LoLStamina.
So... you have any tweaks to her PvE build?
Notice that I don't have Divine Avalanche... I didn't need it.
How much of a tweak do you have? Open slather. Rebuild Mah Toon!
That's not to say I haven't had a bash at it myself...
Code:
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This is a build that gives 52.8%/44%/49.6% positional defense. Its a Tough/Weave build. This is what I mean by rebuild. Get out the chainsaw! [Image: banana-dance.gif] It does have the bonus hasten or there abouts.
Terrance did snort that I couldn't get anything out of purples. Whelp... the above build has a purple in Kick, and it costs me 3.75% in Range and dropped me below the 45% mark. Change Kick to 6 slot Mako and you get a extra 3.75% range def.
Terrance there you go, give me good def, with purples.
For giggles, I tried to make a leaping Divine Avalanche build... and probably mucked it up, as it only got 45.7%/43.2%/42.5% .... and swapping out the two big melee attacks for 5 x Purples 9 + Change for Recharge only made the defense figure horrid. (43.8/39.4/40.6)
Code:
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To conclude, in case you missed it...
Current problems:
  • Late blooming,
  • High end
Desires:
  • PvP build aka high def the better,
Budget:
  • Effectively none, as toon is being rebuilt.
And there you have my treatise on Jelidan and her build and what I want from it. Have at it.
Shader
Reply
 
#2
Okay - first off - i can't give you raw numbers. I'm terrible at that sort of thing.

But one thing I'll tell you that is glaringly obvious, even to me -

GET. DIVINE. AVALANCHE!!!!!!!!

You say you didn't need it? I say - why oh WHY are you giving up the SWEETEST synergy between primary and secondary defense you'll ever likely have?
Trust me - get Divine Avalanche. Put as much recharge and defense boost IOs in the slotting of that as you can. You might have to sacrifice something (NOT any
powers from your /SR set, though - you need all of those. /SR is a really tight build!) but it would be worth it! I'm not at home right now, so I can't
give you numbers. But when you're in combat, you can stack 2-3 Divine Avalanche Defense boosts at once. You think Cyberman 8 is hard to hit? You already
have more defense than he does! And with 2-3 Divine Avalanche going, you can blast right through the soft cap and be halfway to the hard cap without even
hitting Elude! Hell, put the damn thing on auto if you find it hard to remember to add it to your attack chain!

Secondly - You have Hecatomb... IN BRAWL?????????? Whiskey Tango FOXTROT?????

If you must get rid of anything, get rid of Stealth. With the Celerity and Superspeed, you don't need it and you're getting the same effect.

That's all I have for now.
Reply
 
#3
Quote:When I did this, my original plan for Jelidan, I was under the impression that as you exemplared down, you lost the set bonuses from IOs, even if you had access to the IOs. For example if you 6 slotted Brawl and put a full set of lvl 40 Touch of Death in it, I though you would loose the bonuses if you exemplared below level 40. I would really, really like proof that this is not the case, that the level of the IO set does not matter for the Set bonuses to be applied.

Anyway, Terrance says this isn't the case. So one his word it looks like I'm wrong.

That's... not exactly right, but not entirely wrong.

You keep set bonuses as long as you'd be capable of equipping the enhancement at the exemplared level. Thus in your example, you'd keep the set bonuses as long as you were at least level 37.

The exception to this is purples. The set bonuses from those sets are always active.

Does Divine Avalanche really help you after you've hit the soft cap?

-Morgan.
Reply
 
#4
Logan... It was a concept build to begin with, so yeah... hence the inclusion of Stealth. Stealth also gives me an extra 2.5% defense when active. And the idea
floating around in my head, if I remember correctly was if you combine Stealth, with Celerity and Super Speed, you get near heroic Stalker in PvP, particularly
when combined with the perception bonus of /SR.

Besides, that's the existing build, and I did say to rebuild Jelidan. And why put Hecatomb in Brawl? And loose the 6 Slot boost from Touch of Death?

If you have a look at one of the PvP builds I suggested I do include Divine Avalanche. Just if someone could point out a build that makes sense to me and has
decent defense it would be golden.

Morgan. ... Except for Purples, its the equipping level that is the critical factor in determining if you have set-bonus. Hence, for set bonuses to work in BB
or lvl 25, that would make lvl 28 IOs the maximum you could slot. For Sirens Call or lvl 30, it would be lvl 33. Warburg or lvl 38 would be lvl 41. Is that
correct?

Shader
Reply
 
#5
You also must have access to the slot in which the enhancement is placed for you to get the effect. So for example, if you have a 6 slot set bonus, and the
slot levels are, say, 1,5,9,23,31,36 then you would only have the 5 set bonus regardless of Enhancement level when exemp'd to below 35, and so on.
---

The Master said: "It is all in vain! I have never yet seen a man who can perceive his own faults and bring the charge home against himself."

>Analects: Book V, Chaper XXVI
Reply
 
#6
Just when I thought I had a grasp on the whole IO set bonus thing... it gets even more complex.

Thank you everyone for the pointers. I sorta suspected that my knowledge might not be 100% correct... My original build was set up IO wise for Bloody Bay and
and then grew from there. But I never suspected the point that Ankhani just mentioned. (Shows you I have to read the Combat Information box more carefully Wink )

Now if only I could get a decent PvP build...

I was mucking around with the final build above and flipping purples into it along with +recharges and came up with something but forget to save it... :-S

Shader
Reply
 
#7
MicroHue Wrote:Morgan. ... Except for Purples, its the equipping level that is the critical factor in determining if you have set-bonus. Hence, for set bonuses to work in BB or lvl 25, that would make lvl 28 IOs the maximum you could slot. For Sirens Call or lvl 30, it would be lvl 33. Warburg or lvl 38 would be lvl 41. Is that correct?

That's the way it was explained to me, and it's consistent with the results of my own testing. Although I don't know if I had any exactly enhancements of exactly level 5x+4 to check.

On the defense from Stealth, don't forget that half of that goes away once you start attacking. If you want the most defense and still have access to full stealth (or turn transluscent), you could get Combat Jumping and put the Unbounded Leap +Stealth IO in it. ... Well, I guess that wouldn't get quite as much stealth as an IO, the Stealth power, *and* super speed. Except if Mids is to be believed, it doesn't actually help having *all* of those. It appears that a cap is being hit on PvP stealth with just Stealth and +Stealth IO, with SS not improving it. *pokes some more* Actually, Mids does not show SS as improving PvP stealth at all, so that explains that. Some quick web searching suggests that it is correct. And even if SS did improve PvP stealth, you'd still hit the cap long before a Stalker would.

Ankhani Wrote:You also must have access to the slot in which the enhancement is placed for you to get the effect. So for example, if you have a 6 slot set bonus, and the slot levels are, say, 1,5,9,23,31,36 then you would only have the 5 set bonus regardless of Enhancement level when exemp'd to below 35, and so on.

... Are you sure about this?

Because I've never seen that suggested before. And I know that the standard enhancement effects are available as long as you have the power available, regardless of what level the slots were placed at.

-Morgan.
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#8
Quote: ... Are you sure about this?




Because I've never seen that suggested before. And I know that the standard enhancement effects are available as long as you have the power available,
regardless of what level the slots were placed at.



I think she's talking about the set bonuses, and not the regular IO bonuses. If you have just straight IO slotting, then
yeah, it's "backwards compatible." But the set bonuses from stuff like Crushing Impact and Scirocco's Dervish? Not so much. You'd still
get the basic effects from those enhancements though. Just not the set bonuses.
Reply
 
#9
Quote: Logan... It was a concept build to begin with, so yeah... hence the inclusion of Stealth. Stealth also gives me an extra 2.5% defense when active. And the
idea floating around in my head, if I remember correctly was if you combine Stealth, with Celerity and Super Speed, you get near heroic Stalker in PvP,
particularly when combined with the perception bonus of /SR.

Besides, that's the existing build, and I did say to rebuild Jelidan. And why put Hecatomb in Brawl? And loose the 6 Slot boost from Touch of Death?

If you have a look at one of the PvP builds I suggested I do include Divine Avalanche. Just if someone could point out a build that makes sense to me and has
decent defense it would be golden.

Sorry. Posted last time while half asleep.

Anyway. I was surprised at putting Hecatomb in Brawl. I can sort of see why you'd do that. But I feel it's a waste of slots that could go towards other
things. At most leave the single slot in there and put in a single Accuracy IO. That's what I've done with C8 and Lily. And that only for the sole
purpose of putting Brawl on "Auto" during PVP and hoping for a toggle drop. (Which will be a moot point with the upcoming I13 changes. That strat is
going out the window.)

I didn't see the PVP build in your post at the time that I posted. But like I said - half asleep at the time. I'm still not at home, so I can't
look that up in Mids just yet. Hopefully this weekend I can take a peek.
Reply
 
#10
Logan Darklighter Wrote:I think she's talking about the set bonuses, and not the regular IO bonuses. If you have just straight IO slotting, then yeah, it's "backwards compatible." But the set bonuses from stuff like Crushing Impact and Scirocco's Dervish? Not so much. You'd still get the basic effects from those enhancements though. Just not the set bonuses.

I know it does that based on the enhancement level. But I've never before read anything to suggest the level at which the *slots* were placed made a difference, and that seems fairly significant to me.

I could test this pretty easily if the test server was open, but with a closed beta going on I'm assuming not. And I'm not willing to burn two of Eri's respecs on live...

But then I say to myself, what's the price of a couple SOs and cheap IOs when balanced against the glory of cold, hard proof?

So! Take Shia Arisa Plenilune. Like any good Fire/Kin controller (where "good" is defined as "built and played the way I want to do it"), she got Hot Feet at level 8, and slotted it promptly. However, by definition, she can not have slotted it fully by level 9.

So, I went and got myself 2 level 10 Curtail Speed enhancements and stuck them in the last two slots of Hot Feet. Combat attributes promptly showed a reduced immobilization duration, because that's what 2 Curtail Speed does.

Then it's off to Ouroboros, to stick myself under a level 9 cap.

The immobilize resistance bonus remained.

So, at this point, I'm pretty confident that the level slots are placed at does *not* matter, just the level of the enhancements themselves.

-Morgan.
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#11
(Reasking question.)

Does Divine Avalanche really help you after you've hit the soft cap?

-Morgan.
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#12
Well, thats pretty much the question of all god modes. Does Elude really help, if you're already at the soft cap? Does Unstoppable really help if you can
tank fine already? Why take Instant Healing if you already have a high regen? My Point here is, while Divine Avalanche may not be a extremely significant
benefit, those last few percent could mean the difference between a Hit and a Miss, and that can mean the difference between life and death. And Suppose you
exemp down to a point where you don't have all your set bonuses, and you're not at the soft cap. You can then get the signifiant bonus it provides and
-be- soft caped to melee.

It may not make a extremely visible difference, but when making a character totally based on defense, too much is still not enough, and every little bit helps.
---

The Master said: "It is all in vain! I have never yet seen a man who can perceive his own faults and bring the charge home against himself."

>Analects: Book V, Chaper XXVI
Reply
 
#13
Quote: Morganni wrote:

Does Divine Avalanche really help you after you've hit the soft cap?
-Morgan.

At first I thought it did. But I've been researching this for about an hour now and I think I was wrong.

Looking up how defense works in terms of Accuracy and To-Hit. I thought at first that Divine Avalanche would improve the defense. Now - mind you - it will.
While it's going, your defense will improve. But past 45% or so, it really only helps you in a practical sense if you were going up against +6 level
baddies (which you really shouldn't be doing anyway). I could get all the math examples and all, but it's not really necessary. I know it makes MY eyes
bleed. ^_^ (google with the terms "city of heroes" "defense" "soft cap" and "divine avalanche" and you'll likely
find the info I did)

Bottom line - in a practical sense, once you're past the 45% defense soft cap, anything stacked on top is not really worth your time to pursue. Divine
Avalanche would help you get to the soft-cap easier and might make it so that your build doesn't need to be
quite so tight on the /SR secondary. Or it might allow you to use other IO sets that give you different set bonuses.
Say - trade some defense for regeneration in the set bonuses, for example, because DA would still get you up past the soft cap.

What I think it would do is help protect you against defense debuffs to a degree. You'd still get debuffed, but DA
would help mitigate that. Is it absolutely necessary though? That's pretty situational. There might be some times when you wish you had that extra defense.
But... I don't think it would come up often enough to make it mandatory.

So - Divine Avalanche is still a good build tool. And it DOES synergize with Super Reflexes builds quite nicely. But mandatory? Not really.
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#14
That's pretty much what I was thinking, really.

I'm not at the soft cap now, and won't be for a while. But I've got it high enough that even not using it, I dodge things enough that it's
starting to look like other things are more valuable. Things that will let me defeat enemies faster.

Though with dual builds, a build for
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#15
Ok, I'm writing this up on the fly to see if anyone here can squeeze something out of what I think is a tight build already. I think I've made a tight build tighter.
I've gotten Jelidan up to 53.4%/44%/49.6% on the Melee/Ranged/AoE defenses, and upped her Endurance recovery and lowered her Endurance use. This is what I'm aiming for.
The target of this build was soft cap positional defenses, while minimizing End usage and maximizing End gain.
Haven't used any I13 IOs, as it was built using I12.
Main changes off the top of my head: Changed Travel Power, used Tough and Weave, and Juggled a few slots. One thing that gets me, unslotted when I run all my toggles, I'm slowly loosing End, yet supposedly when slotted up with the enhancements I gain it. Weird.
Shader
Build:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Jelidan - take 2: Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Sting of the Wasp
  • (A) Touch of Death - Accuracy/Damage: Level 28
  • (3) Touch of Death - Damage/Endurance: Level 28
  • (3) Touch of Death - Damage/Recharge: Level 28
  • (11) Touch of Death - Accuracy/Damage/Endurance: Level 28
  • (15) Touch of Death - Damage/Endurance/Recharge: Level 28
  • (37) Touch of Death - Chance of Damage(Negative): Level 28
Level 1: Focused Fighting
  • (A) Gift of the Ancients - Defense: Level 33
  • (7) Gift of the Ancients - Defense/Endurance: Level 33
  • (13) Gift of the Ancients - Defense/Recharge: Level 33
  • (23) Gift of the Ancients - Run Speed +7.5%: Level 33
Level 2: Flashing Steel
  • (A) Multi Strike - Accuracy/Damage: Level 28
  • (5) Multi Strike - Accuracy/Damage/Endurance: Level 28
  • (5) Multi Strike - Damage/Endurance/Recharge: Level 28
  • (11) Multi Strike - Accuracy/Endurance: Level 28
  • (17) Multi Strike - Damage/Recharge: Level 28
  • (37) Multi Strike - Damage/Endurance: Level 28
Level 4: Focused Senses
  • (A) Gift of the Ancients - Defense: Level 33
  • (7) Gift of the Ancients - Run Speed +7.5%: Level 33
  • (13) Gift of the Ancients - Defense/Endurance: Level 33
  • (23) Gift of the Ancients - Defense/Recharge: Level 33
Level 6: Build Up
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 28
  • (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 28
  • (9) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 28
  • (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 28
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 28
  • (37) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 28
Level 8: Hurdle
  • (A) Jumping IO: Level 50
Level 10: Practiced Brawler
  • (A) Recharge Reduction IO: Level 50
Level 12: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed: Level 33
  • (15) Kismet - Accuracy +6%: Level 30
Level 14: Super Jump
  • (A) Springfoot - Endurance/Jumping: Level 50
Level 16: Health
  • (A) Regenerative Tissue - +Regeneration: Level 30
  • (48) Numina's Convalescence - Heal: Level 30
  • (50) Numina's Convalescence - +Regeneration/+Recovery: Level 30
Level 18: The Lotus Drops
  • (A) Multi Strike - Accuracy/Damage: Level 28
  • (19) Multi Strike - Damage/Endurance: Level 28
  • (19) Multi Strike - Damage/Recharge: Level 28
  • (25) Multi Strike - Accuracy/Damage/Endurance: Level 28
  • (25) Multi Strike - Damage/Endurance/Recharge: Level 28
  • (46) Multi Strike - Accuracy/Endurance: Level 28
Level 20: Stamina
  • (A) Endurance Modification IO: Level 50
  • (21) Endurance Modification IO: Level 50
  • (21) Performance Shifter - Chance for +End: Level 33
  • (46) Performance Shifter - EndMod: Level 50
Level 22: Quickness
  • (A) Run Speed IO: Level 50
Level 24: Kick
  • (A) Hecatomb - Accuracy/Damage/Recharge: Level 50
  • (40) Hecatomb - Accuracy/Recharge: Level 50
  • (40) Hecatomb - Damage/Endurance: Level 50
  • (42) Hecatomb - Chance of Damage(Negative): Level 50
  • (42) Hecatomb - Damage: Level 50
  • (46) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
Level 26: Soaring Dragon
  • (A) Crushing Impact - Accuracy/Damage/Recharge: Level 30
  • (27) Crushing Impact - Accuracy/Damage/Endurance: Level 30
  • (27) Crushing Impact - Damage/Endurance/Recharge: Level 30
  • (29) Crushing Impact - Damage/Recharge: Level 30
  • (29) Crushing Impact - Damage/Endurance: Level 30
  • (39) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
Level 28: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%: Level 28
Level 30: Weave
  • (A) Gift of the Ancients - Defense: Level 33
  • (31) Gift of the Ancients - Run Speed +7.5%: Level 33
  • (31) Gift of the Ancients - Defense/Endurance: Level 33
  • (31) Gift of the Ancients - Defense/Recharge: Level 33
Level 32: Golden Dragonfly
  • (A) Multi Strike - Accuracy/Damage: Level 35
  • (33) Multi Strike - Damage/Endurance: Level 35
  • (33) Multi Strike - Damage/Recharge: Level 35
  • (33) Multi Strike - Accuracy/Endurance: Level 35
  • (34) Multi Strike - Accuracy/Damage/Endurance: Level 35
  • (34) Multi Strike - Damage/Endurance/Recharge: Level 35
Level 35: Evasion
  • (A) Gift of the Ancients - Defense: Level 33
  • (36) Gift of the Ancients - Defense/Endurance: Level 33
  • (36) Gift of the Ancients - Defense/Recharge: Level 33
  • (36) Gift of the Ancients - Run Speed +7.5%: Level 33
Level 38: Elude
  • (A) Luck of the Gambler - Recharge Speed: Level 33
  • (39) Recharge Reduction IO: Level 50
  • (39) Recharge Reduction IO: Level 50
  • (40) Recharge Reduction IO: Level 50
Level 41: Focused Accuracy
  • (A) Adjusted Targeting - To Hit Buff/Endurance: Level 44
  • (42) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 44
  • (43) Adjusted Targeting - Endurance/Recharge: Level 44
  • (43) Adjusted Targeting - To Hit Buff/Recharge: Level 44
  • (43) Adjusted Targeting - To Hit Buff: Level 44
  • (45) Adjusted Targeting - Recharge: Level 44
Level 44: Agile
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (45) Defense Buff IO: Level 50
  • (45) Defense Buff IO: Level 50
Level 47: Dodge
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (48) Defense Buff IO: Level 50
  • (48) Defense Buff IO: Level 50
Level 49: Lucky
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (50) Defense Buff IO: Level 50
  • (50) Defense Buff IO: Level 50
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Celerity - +Stealth: Level 33
Level 2: Rest
  • (A) Empty
Level 1: Critical Hit
------------
Set Bonus Totals:
  • 7% DamageBuff(Smashing)
  • 7% DamageBuff(Lethal)
  • 7% DamageBuff(Fire)
  • 7% DamageBuff(Cold)
  • 7% DamageBuff(Energy)
  • 7% DamageBuff(Negative)
  • 7% DamageBuff(Toxic)
  • 7% DamageBuff(Psionic)
  • 8.94% Defense(Smashing)
  • 8.94% Defense(Lethal)
  • 7.06% Defense(Fire)
  • 7.06% Defense(Cold)
  • 4.25% Defense(Energy)
  • 4.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 14.9% Defense(Melee)
  • 5.5% Defense(Ranged)
  • 11.1% Defense(AoE)
  • 7.2% Max End
  • 31% Enhancement(Accuracy)
  • 57.5% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 60.2 HP (4.5%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Confused) 7.5%
  • MezResist(Held) 10.3%
  • MezResist(Immobilize) 12.5%
  • MezResist(Sleep) 12.5%
  • MezResist(Stun) 12.5%
  • MezResist(Terrorized) 7.5%
  • 14.5% (0.24 End/sec) Recovery
  • 12% (0.67 HP/sec) Regeneration
  • 15.4% Resistance(Fire)
  • 5.36% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 40% RunSpeed

Code:
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#16
nice build!

three changes - Agile, Dodge, and Lucky - lose one of the generic IOs, replace it with the LoTG: Defense IO, gain 30% regen from set bonusses, lose 0% defense
8 )

three _possible_ changes. If you completely de-slot Sting of the Wasp, Lotus Drops, and Golden Dragonfly, you still stay above softcap for Melee/AoE, and it
frees up 15 slots for other effects. Additionally, if you de-slot Flashing Steel, you are sitting at 44% Melee/Ranged/AoE, which isn't _quite_ softcapped.

i13 is producing some exciting /SR and /Shield builds!
"No can brain today. Want cheezeburger."
From NGE: Nobody Dies, by Gregg Landsman
http://www.fanfiction.net/s/5579457/1/NGE_Nobody_Dies
Reply
 
#17
Very very good. I have just a few suggestions for this:

-Stamina: You get a net +1% (.01 end/sec) recovery if you change the 2 50 EndMod IOs to Perf. Shifter:EndMod/Acc and EndMod/Rech.

-Elude: If you replace one of the 50 Rech IOs in elude with a LotG: Def/Rech, you will only lose about 3 seconds worth of Recharge, and gain 10% regen and 8%
defense while eluding.

-Autos: (Agile/Dodge/Lucky) As per Wire said, replace one Generic IO with a LotGBig Grinefense in each, no defense lost, and +30% regen. Also, for a 1% decrese in
meele defense, drop a slot from Dodge, and place in health for a Miracle+Recovery for an extra +15% (.25end/sec) boost.
---

The Master said: "It is all in vain! I have never yet seen a man who can perceive his own faults and bring the charge home against himself."

>Analects: Book V, Chaper XXVI
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