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Posts
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Quote:My current preferred slotting for Drain Psyche is:Depending on how tight your build is vis-a-vis set bonuses, you may very well find that you can't slot Drain Psyche for both EndMod and Heal, so you have to ask yourself how much you care about recovering from your nuke. It's also worth pointing out that hitting six or seven targets consistently with a ten-foot-radius power is not a trivial task.
Touch of the Nictus: Heal
Touch of the Nictus: Heal/Acc
Touch of the Nictus: Heal/Recharge
Efficacy Adaptor: Endmod/Acc/Recharge
Efficacy Adaptor: Endmod/Recharge
Performance Shifter: Endmod/Recharge
This gives me:
48% Accuracy
74% Endmod
92% Heal
95% Recharge
Along with +3% HP and +9% Accuracy from set bonuses. -
Quote:Aha, just one power~Kheldians just need bloody slots, anywhere they can get them. Specifically, Stygian Circle could use endurance reduction and recharge in a single slot.
Quote:If these worked like set IO enhancement values (more total enhancement from more aspects), it would be a fantastic opportunity for anyone slot hungry to really get some great performance out of characters. With two acc/dmg/end/rech and another two dmg/end/rech you're pretty much at the ED cap for three attributes, plus enough accuracy to hit even cons, all in four slots. Not only that, multi aspect IOs are amazingly beneficial when exemplaring. -
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Quote:Check out the rikti pylon thread on the scrapper forums for some more insight on that build.I did some calculations on your build. Using Jab -> KO Blow -> Burn -> Haymaker -> Foot Stomp as an attack chain, I came out with an average of 262 DPS. That was averaged with Fiery Embrace's uptime vs downtime. It also assumed Rage would be double-stacked at all times, which isn't quite the case with your build. Still, it compares well to my DM/SD Scrapper's 313 potential DPS attack chain with Soul Drain and AAO fully saturated.
I think I may make a FA/SS Tanker now. It doesn't depend on any conditions (10 enemies in range) for doing Scrapper-level DPS. With only one enemy in range, my Scrapper only does 221 DPS and a lot of AV fights end up like that.
While Nihilii's Tanker is very impressive, it can have troubles taking on more difficult encounters in a team environment(where insps aren't as common). I don't think comparing it to scrapper DPS is fair, but if you're going for DPS that doesn't rely on multiple targets there are better scrapper combinations(And they do involve Fire Armor), Kat/Fire is my current favorite scrapper. -
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Why I don't support this:
1. The benefit is minimal.
2. Set IO's already mostly* serve this purpose.
3. This wouldn't be an easy thing to implement.
*To expand on point number 2, the situation you described is unlikely. Needing both recharge and endurance reduction on one power, and not willing to have more than one slot in it? I can't really think of a situation where that is reasonable. -
Quote:It can override the -recovery if you slot for endmod and hit enough enemies. I use it every time before I nuke. Sometimes it hits enough enemies, sometimes it doesn't.The crash from the nuke is -1000%. I do not know if it cancels out drain psyche. The way I have seen it used though is to nuke, pop blue then drain psyche. If it does not cancel it then it would always be better to have it up prior to nuking though. I know you have the purple set in shockwave but that power slotted right is a pretty damn good pbaoe. The stun componant is only mag2. I would rather have this built for damage based off your goal if you can still keep Drain perma.
As for the build, I can say it's bad just looking at how Hasten is 6-slotted. You're fine with just two slots if you went for spiritual. Also:
-Hoarfrost is not needed, all the +HP accolades will almost get you to the blaster HP cap(IO set bonuses can get you there).
-I wouldn't underslot Flares, it's really important should you exemp down or get mezzed.
-Absolute Amazment in Psychic Shockwave? oh my. Get an appropriate set in that(Obliteration/Armageddon comes to mind). -
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What do you guys think stands in the way of removing the i13 PvP changes(other than a simple "devs don't care"), and what would be a valid way of dealing with that hurdle?
Is it an issue with post-i13 character builds getting hurt? Enhancements being stuck in bad builds?
Is it an imbalance issue? Is it how easily imbalance affects gameplay? -
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Funnily enough I was thinking about characters that could solo the ITF the other day and your Tanker came to mind.
Very impressive again, how did your endurance fare? -
Another way to look at it:
All your attacks have a 100% chance to deal 200 smashing damage and a 0% chance to deal 100 fire damage. Fiery Embrace turns that 0% to a 100% for 20 seconds. -
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An FA Brute will have issues being the main tank without teammate/insp help. FA is the least survivable armor set without question(It gets to be the strongest offensively instead), and even fully IO'd you won't have an easy time keeping your health bar up in a lot of TF's. A Tanker will have an easier time.
For farming however, FA has the most potential out of all the armor sets, and Brutes have Tankers beat in that regard(SS/FA is the best farmer combo). However seeing as SS/FA is so awesome, FA/SS is pretty damn good as well for farming.
So the question comes down to, which of the two is more important to you: Farming or being the lead tanker? -
Not true, for PvE anyway. Brute fury max is about 85%, and even with less fury a Brute does more damage than a Tanker.
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I guess I could fit into that category.
I love playing my 50's, and I only have a few characters I play regularly(all IO'd out 50's). If I create a character it is because I plan on getting it to 50, get the accolades, and get him all IO'd up.
I used to have Altitis, but I guess I got over it and then some. -
At first glance I'd say you're wrong, but honestly with the way PvP mechanics are so much different than PvE mechanics(thanks devs...), you could be right.
Since you're seeing the damage bonus, I suspect it's not an issue with fury in particular but a PvP mechanic that nerfs external damage bonuses or something of the sort. -
Possible? Yes.
Is there interest? Maybe.
Hard to make? Yes.
Difficult to balance? Definitely.
No from me. -
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If they do get rid of the -recov they'd better give us a freespec, as I've got both an AB user and a Drain Psyche user as my mains. Not saying i'll respec out of the powers, but some endmod slots will lose their meaning.
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Once you add the -res procs to the mix, BS gets as good or better than MA for single target DPS, and the team gets more damage out of it as well.
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What was enjoyable about facing +4/5's was watching your XP bar explode. In the case of incarnates, you'll not be advancing any faster, and will only be reminded that you'll have to do weekly TF's for a few months in order to reach that level.
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It doesn't matter that much, maybe with Dark Armor.
Quote:Inv vs Elec kinda hard.... Inv blows Elec out of the water on DEF. But Elec blows Inv out of the water vs Res. Only thing Inv beats Elec in for Res is S/L. And even then... not by much. (10% or less). Were as Elec has a good 35% difference in other resists over Inv, and even a huge 60% difference when it comes to Psi Res. Inv also is vulnerable to Drain, and can have End Issues. Heal is also slower on Inv, thought it does have the Hp boost.
Quote:Elec vs Dark . Out of the Box ...Elec Beats dark in my view. Better Res, Better End endurance (vs End Hog Dark)..biuld in recharge, biuld in end discount. Capped Res to one of the more Common Dmg types in the game. Immunity to Drain (even Dark isn't immune.. but its good). Dark also has a Knockback hole in its status protection. Dark does pack the best heal in the game, and biuld in Def. However the over all starting package Elec is much more forgiving to play before IO sets then Dark. (After IO sets.. it gets really muddy).
Quote:Elec vs WP... Never played WP so can't really comment on it. I will say on Paper WP looks a bit like Shield in its capacity. Non-IO set biuld isn't so impressive compared to multi-billion biulds. Shield I know really really likes its IO sets. -
I love Elec but it isn't as tough as Stone, Invuln, WP, and even Dark.
I will say it is very well rounded and it gives you great offensive boosts(end management, +recharge, damage aura). -
Katana/FA is an amazing scrapper combo and is up at the top for DPS potential.
You can get a lot of DPS just from the top attack chain and your damage aura. Multiply that by Fiery Embrace and the -Res you can get from procs(Achilles' Heel and Fury of the Gladiator), and you get a Scrapper that not only deals monstrous levels of damage by itself, but also gives -res to the team and can have good survivability due to how well Divine Avalance stacks with Fire's resists and self heal.
Here's a build I made just now, showcases the combos potential pretty well: http://www.cohplanner.com/mids/downl...B5FE0F8849DF50
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