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Posts
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Quote:Shield has a weakl taunt aura? Last I knew it was equal to all the others except for WP.Taunt is ranged, Foot Stomp is where you are. If you're WP or Shield, and it's dangerous to move because you could start losing the attention of baddies due to a weak taunt aura, Taunt allows you to grab the attention of enemies farther away. Taunt lets you get the attention of enemies who are attacking your friends without having to move. You can pull them around corners. Or keep aggro on an AV without entering melee.
Taunt does -range, which allows you to force enemies to come in nearer and be tended to by your taunt auras. Or just call them into Foot Stomp radius.
Taunt has half the recharge of Foot Stomp.
Taunt autohits.
I'd rather use Foot Stomp personally, but there are reasons you'd want to use Taunt over Foot Stomp. You can't just make a broad statement that Foot Stomp is better than Taunt. -
Quote:This. It just doesn't feel the same. Nor as fun as it once did.Anyway, EM isn't completely horrible. But it definately doesn't feel the same.
That said, I'm going to start a new EM toon (redside, as I don't want the Tanker yucki damage numbers)...and see how it feels (again) going from lvl 1-50. -
Quote:OH. Good point, hadn't thought of that.Interesting point on the HOs, hadn't considered that.
If you go with the red fortunes you can switch out a CI set for a makos. Get the damage bonus, 4 more hp and some more padding to your range defense. Would work in strike since you don't need much recharge in that power with your attack chainI will have to check if the lose of the +3.25% (or is it 3.75%) recharge will stop me from using that chain...6 attacks I hope not...if the change doesn't effect the attacks, I'll have to do that.
Thanks. -
Quote:Few things about that build.
1. You're using the gladiator's armor unique to get some defense. Widows have lots of options for getting defense, there is absolutely no need to use such an expensive IO. Quick fix for that would be switching out that glad slot and moving it with one of the slots from TT:A over to fly and slotting a BOTZ set. That puts you back over the softcap.
2. Using HOs in Mental training and swift is wasted since those powers don't use endurance, just slot regular IOs/SOs.
3. Mask presence slotting is kind of unusual. If you were going for the recharge bonus use Red Fortune instead. The +6% to-hit isn't going to do much for you pve-wise; with all the accuracy slotting you have and TT:L you won't have a problem hitting anything.
4. For SF/TFs you might conisder switching dart burst for spin. As a widow you'll usually be in the middle of the action and you'll have to pop out to lineup the cone. With spin you can still do good aoe damage and be able to stay in melee.
5. Having a stealther on tfs is always useful. Toss a stealth IO into sprint!
Otherwise your attack chain looks fine. Remember when doing DPS calculation you have to add about .6 seconds to the attack chain time for the claws redraw after using gloom (hopefully BABs will figure that out eventually). Have fun beatin those AVs!
1) You're right. In truth, I figure I'll likely never obtain it. Currently I have a ENDRED in that slot.
2) I put the HOs in, because they boost flight speed and run speed. Another of those, last things to grab type of deals or iif I happen to get them off a LRSF or Hami Raid.
3) I already have 5 +5% RCH bonuses. That's why I slotted Mask of Presence that way. However, you're right. I'll have to go back and recheck. Before when I put in that slotting, I was trying for a different attack chain, and needed more RCH. I might not need that much RCH now.
4) You have a point with Dart Burst. When I was making the build, I really just chose Dart Burst because I love the look off all those darts shooting out.
5) Yeah, going for one of those as well, just forgot to put it in the build. -
Code:Here's the build I'm looking at going for.
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Softcapped Defenses.
Single Target Attack Chain of: FU -> Lunge -> Swipe -> Slash -> Strike -> Gloom -> Repeat
That looks to be the best chain with the recharge I have in it. That's 221 DPS, but factoring in misses (5%) That puts it to about 210...but assuming a bit more going with 200. I would think with the chance for build up, it moves it back up.
I also don't account for FU double stacking on Lunge, Swipe and possibly Slash.
If it's not double stacking on Slash, it might be better to switch Swipe and Slash in the chain to get the added damage to Slash.
Requires the use of Mind Link to softcap, but melee defense sits at 42% without ML, 31.9% for Ranged/AOE. Mind Link having a good 13 second overlap, and the resists to slow, should stay perma except in extreme slows.
ML also likely lowers the DPS, it does have a long cast time, but the double stacking of FU on a few attacks should still keep the DPS high.
I have a far way to go on the build, which is no problem, I finally have a Villain I want to work on IOing outBut I have to say, what seems like a 2billion influence build blueside, looks to be a 6billion infamy build redside. :P
Good thing I love TFs/SFs. -
Quote:My main toon is a blaster on tri server and i have over the years accumilated 10,000,000 prestige thats ten million. I also am at 673 badges atm.
So here is the question i am leader of an sg on heros will my blaster have to quit the sg to get the badges. I dont want to loose my prestige or my rank as leader but its starting to look like thats exactly what will happen.
I would love to hear from a red name of how will sgs be affected by GR. There is a lot of talk about stuff but none of it seems to address this.
If i take my main to a GR tf to get the badges do i loose the sg
If i take my main to the gr tf can i run it several times t go to vills then to heros again and re premote myself to leader
the sg i think will let me badge without a fight in fact i cant even imagin them fighting me over the sg. But ican foresee this being a problem for others.
what is the deal...
Like others have said, not much has been said.
However, if they stay in concept, I wouldn't see why you wouldn't leave your SG.
And what I take this to mean, when you mention prestige...is yes, your toon will leave the SG. You can then go to the rogue isles, get all those badges (but have it known...you still will never have a complete collection, as they mentioned there being a badge for heroes who stay heroes and villains who stay villains)...then you can return blue side, and rejoin your SG.
However, your name won't have the 10million+ prestige attached to it anymore. So yes, you will lose that (though the SG itself retains it), the record of you having it will be gone. -
Hmmm...so stick with the claw attacks if I want to solo the AVs, pick up the others for coolness factor?
Whats the difference in DPS between a Fort and a NW? -
Quote:You're level 9. Have to wait it out till lvl 16 for Intergration, to feel tougher, and then lvl 22 for SO/Gen IOs.So I went with katana/regen. Now my question after leveling to level 9. Is regen really this squishy. I can't tell you how many times I was faceplanting against 3 +1 minions and sometimes against 3 even con minions. I could understand it if it were a lt. and minions or a boss, but really 3 even con minions. Tell me it will get better and soon.
All scrappers are about equal squishiness imo in the early levels. But at lvl 9, you have what...FH, QR, and Reconstrunction. You're not going to be all that tough. -
...my Night Widow is lvl 50. I think it's time to start getting her IOed up.
Question is...I'm not sure on the guides I've seen. Are they even current?
I'd like to be good on teams and solo AVs.
Problem is I don't know which ST attacks string is best for NWs. Just that I should use Follow Up.
And I haven't figured out if I should use PSI attacks or stick to claws. Help is appreciated. -
Quote:I don't know. Still got that one big shot off in the team with a quick ET again.KO Blow animation: 2:23s
ET animation: 2:67s
Isnt much different to me.
And I never even notice the damage ET causes me. It was always trivial. Still since ET is slow now, it believe it can be removed or decreased in some way.
People have to realize that changing ET back will solve nothing for EMs weakness on teams. It is therefore more benefical for the game to up its AOE damage/mitigation. Of course I would like both but if it is one or the other, AOE is the priority.
But you're right. It's such a single target set, it lacked in teams. Which didn't bother me, when ET was stylish.
Maybe if they gave the attack a nicer looking animation, all would change. -
I have a BS at level 32, and a Katana at 50.
BS you're going to see bigger chunks of life taken out of the enemies.
Katana will flow better.
If you're not trying to IO out the build. Go with what feels better to you. Slower but bigger hits. Faster but weaker (compared to BS) hits.
If you're planning to IO out the toon. Well, that really depends on what you plan to IO for. :P
That said. Rulaaru BS is pretty sweet looking -
Quote:Wow...that was the first one I made, said to port, and I could swear, I redid it, and got rid of that proc, and went cheaper...Wait what? Hold on a minute, have you seen how much a Gladiator Resist proc goes for on the market? Did you forget to take that IO out of there and then state that the build was going to be in the "hundreds of millions" for sure?
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Okay, this should be it :P -
Thank you.
And thanks everyone for replying.
I did use Paragonwiki first. However, it didn't give the exact origin.
I know the one in the mask was a mutant who transfered herself into a mask. But I wasn't sure what the carnies themselves would fall under. So thanks for the replies. -
I understand where the OP is coming from. It's kinda suckie to be wearing the tights, and then using public transportation.
There are however lots of options to skip that ordeal. But they're not ALL that.
Base portal...but that equals 2 load screens, when you can reach the tram you need in zone, and just go through 1 load screen.
A nice idea that could be purely optional, would be to have a 5th power added onto the travel pool powers.
Lvl 20 to unlock, have to have the 2nd tier power unlocked (Fly, Super Jump, Teleport, Super Speed)...that you click and instantly takes you to the zone of your choice.
Fly can fly straight up and disappear.
Super Speed can run for a few yards and then dissappear.
Teleport would do a teleport animation.
Super Jump would have them jump high into the air and dissappear.
Can say it doesn't work in missions. -
As was mentioned. One KB resist IO is easily obtainable. Run a Posi and a Synapse, and you just got enough merits to buy a KB resist IO, with merits left over.
Hate Posi? Run Synapse then Sister Psyche. KB resist IOs are 75 merits. You don't have to farm for them.
I did fine on my Spines/DA, using Hover/TP as travel power (concept), and running all those toggles.
I stay with the stance of OG or CoF. And I admit, I think CoF needs some tweaking. But over, all, except for the inability to cap NE damage resistance, I'm happy with the set.
I'd roll another if I could think of a concept for it (that I'd stick with).
Now I won't lie. I still find it one of the worsts to run in some situations (ITF), but then at times I find it to be one of the best (Shadow Shard just didn't seem like a problem at all to me with my /DA). -
Basic IO/SO build...I'd likely do something closer to this...
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Duoing and just want to have fun together?
Assuming you want to survive pretty well, and not want one of you to be a buff bot...
Assuming you both plan to play hero side...
2 Scrappers, and go to town. My suggestion, duo /Shielders, so you can stack defense buffs on each other.
If you both want to play red side...
2 /Shield Brutes OR if you have the 50's, 2 VEATS OR 2 Stalkers (always fun to duo).
I don't mind playing the buffer/debuffer, but for strictly duoing, to sturdy damage dealers is what I find fun (your version of fun may vary). -
Quote:I'd say it depends.power sink and lightning field, both slotted with 2 or 3 end mods, depending on enhancement space in those powers. That will go a long way to reducing the incoming damage that your group takes, since the enemies will be sucking wind and will only be using their low cost wimpy attacks.
Pretty much the entire /electric secondary is worth taking now, because energize rocks. Some people will say that power surge, the tier 9, isn't worth taking because it doesn't increase your survivability as much as some other teir 9's. I am in partial agreement to this, as a scrapper that has just resistance and no defense to round it out, can still be widdled down reasonably quickly, given their res cap is 75%. But I won't state my opinion on this until I've tried the power out myself (my elec/elec is almost there).
If you're not planning on IOing out the toon for defense. Take Power Surge.
Or if you do plan on IOing out the toon for defense, but just think Power Surge looks really nice, and want it just to turn into an electric gremlin. Take Power Surge.
I base this solely on the fact that the crash can get you killed, if your not ready for it. -
Quote:Hello heroes!
I have been very excited about making a Elec/ Scrapper, but have had some difficulties concerning the proper secondary.
The theme I'm considering right now is a person who, through science (precise source unaware atm) has gotten superpowers.
The idea is that he's gotta be a fast fighter, meaning that he doesn't need much downtime.
As said before I want the primary to be Electric melee, and I can help your aiding that much as to say that I want the secondary to be either SR or Regen, as I have not tried any of the sets, and because I have heard, and got the idea, that both feel like having short downtime.
So, if any of the veteran Scrappers out there have tried both regen and SR would be as kind as to give me aid in my problem, I will be very pleased
Seems like you have you concept down. Now all you have to do is decide between /SR or /REGEN.
So, I'd say...
Elm/Regen if you want to PvP (ELM isn't considered the best for it, but :P to that).
Elm/SR if you want to strictly PvE. -
Code:
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Here's a build I threw together. I wouldn't consider it a billion dollar build (in the hundred millions for sure however), but something easier to work towards than alot of other builds.
With Powersink, END shouldn't be a problem, even with the lack of real ENDRED in the AOE attacks.
Single Target Attack Chain of: Charged Brawl -> Jacob's Ladder -> Charged Brawl -> Chained Induction -> Charged Brawl -> Jacob's Ladder -> Charged Brawl -> Fire Blast -> Repeat
Though that's when up against the AVs and don't need to be spamming the AOE attacks.
43.5% Melee Defense (and a measily 11% Ranged & AOE)...should be good enough defense, as you'll spend your time in melee for the most part.
Someone might beable to throw something even better together. But I was going with something rather cheap (obtainable with merits/tickets). Getting on a farm team, snatching then selling a few purples should pretty much buy this build, as long as you run some TFs for merits...I would think. -
I can help! But first I need info! Any concept powers that you consider MUST HAVES? Always important to know before I throw together builds for people (when I feel in the mood).
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Quote:Yes. But it's such a tiny amount, it's better to use it.Since Arctic Air can confuse enemies, is there an xp penalty when defeating an enemy that is confused by arctic air?
The only really way to notice a loss of any XP, is if you just stand there while confused enemies kill each other, instead of confusing them, and attacking in safety. -
Quote:Oh yeah, it would need to be done carefully, and I think for every plus, you'd have to have a minus.This is a really cool idea, but it would have to be done very carefully to avoid being game breaking.
Consider a stone armor tank that could trade 30% smashing/lethal resistance for 30% psi resistance. That's pure win right there.
One of my alts, used to be a BS/WP, where the sword was an earthreal sword, and was RPed as cutting through ghosts/demons/zombies quickly, while it could take down a human, it was slower, as it attacked their soul alot more slowly.
But I rerolled the toon as a Dark/Sonic with the concept for the powers being "Sense the spiritual energies found in the dead, dying and living, absorb the spiritual energies in others and reform them into spiritual constructs or bursts of sonic energies."
It works better for me, as Ghosts are weak to energy damage. So, then I had to decide if I wanted to go /Elec, /Energy, or /Sonic. /Sonic worked for the concept for quite a few reasons, so /Sonic it was. /Energy was actually my first thought, but I hate the Knockback.
If I could, I'd put a Ghost Slayer tag on it, and suffer with a hit to damage for those who didn't fall under that tag, as it just fits the concept.
My main, probably wouldn't use any advantages/disadvantages as she manipulates time, to dodge/be accurate, and allow her blades to cut through things they normally wouldn't be able to.
So, the point is, not to min/max, but to flesh out. Alot more of the idea is for the robot toons though. Concept (and even RP wise), they should be immune to PSI imo (for the non sentient concepts at least), but to do that, they really should have an equal drawback...being weak to energy attacks would seem like the best choice (more so, if they could differienciate (sp?) between regular Energy Blast and Electrical Blast for instance). -
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According to Paragon wiki...the BM's minions/LTs/bosses have no resistance.
Checked in game stats, and they do the same damage, though wow, Shield Charge has the better DPA.
My thought, first, try it on a single target, see what numbers you get.
SHould be the same damage to a single target.