-
Posts
174 -
Joined
-
-
I'm at work so I don't have access to mids, but what are your total def numbers? I see you have cj,weave,and several def bonuses so it should be a decent bonus, but you consider adding maneuvers or switching into soul mastery for shadow meld. Being able to softcap will make a huge difference in survival. It's also a huge boost for electric to use power sink offensively. If you add more slots to end mod and go musculature, it's possible to completely drain an enemy in one application of power sink and rely on lightning field to keep them drained. If they have no end they can't attack you.
-
Is it possible for a /SR Stalker to get to 95% DDR with nerve or or the other alpha that gives +def? It might be a decent option to get the full DDR if possible.
-
Power Surge is your only way to deal with toxic damage, so I wouldn't skip it. It is more situational on a scrapper due to the lower resist cap. You can just pop some purples before the crash to deal with anyone out of range of the stun.
-
Another option that would work but be harder to implement is to make placate function similar to fiery embrace. Give a small (5 second area) buff window where you are flagged as having placate. Then code all stalker primary attacks to proc with additional unresistable damage when placate is active.
-
Do you really need the extra 25% run and flight speed? That's all the fifth slot in Kinetic Combat gives you. If you drop those to 4 slots each you'll keep your defense and free up 5 slots to use elsewhere.
-
-
EA is great, but WP is more rounded, and doesn't have as many holes as EA. Which o e is more fun is personal preference. If you do decide to roll EA, I'd skip cardiac. Between energize and energy drain, EA has more than enough endurance management. EA also does not have enough resistance to make cardiac worthwhile. I'd stick with spiritual to boost the heal and Regen component of energize and to help make it permanent.
-
Or cobras. It wouldn't be hard to alter the snakes model for them, and they could use a spitting venom attack for toxic damage with a debuff attached.
-
It's a difficult pick for sure, Elec Armor is FAR superior on a Brute due to the higher resist caps, more HP, and a taunt in Lightning Field. However as RaikenX said, PS is far better on a scrapper and the instant recharge on Power Siphon.
However, Brute KM tend to build fury very easily due to the blazing fast animations of the first three attacks. Still I scrapper (and even Tanks) get better performance out of Power Siphon due to higher base damage.
Bottom line, If you are dead set on KM/Elec, I would go brute or tank simply because I hate playing without a Taunt Aura.
I will say that KM/Energy Aura on a scrapper is an absolute BEAST though. It has the same end management tools that Elec has, a taunt/recharge aura, and being defense based favors scrappers as they have a smaller survival gap with a brute on Defense sets vs Resist sets. -
Drop the presence pool. Invoke panic is one of the five most useless powers in the game, even when full slotted. It's slots should be moved to freezing touch which is one of the highest damaging single target attacks available to tankers. Slotting it with a single hold make me a sad panda. Dropping presence will give you room to put rock armor back in the build.
-
I actually liked the boomerang idea, but only if you change the wolves to dingoes, the lions to crocs, and the bear to a boxing kangaroo. I could really get behind a Crocodile Dundee /Steve Irwin type character
-
I know you are in the scrapper forums, but I'd recommend a Stone Melee/Regen brute. A brute's higher hit points combined with the awesome mitigation in SM will let you have a lot of breathing room for Regen and there is no redraw problem like there is on sword sets. Regen will also help the end use on stone melee.
-
One other option that hasn't been mentioned is Elec armor. It has pretty strong graphics, but it fits thematically. Several pictures of gargoyles show them on roofs lit by lightning, it isnt a stretch to assume some gargoyles have electric powers. Include a rocky crumble aura on a stone or omega skin, and it could work really well.
On the game play issue, it has minimal clicks, works well with Titan weapons, and great resists and endurance tools. -
-
Spines/EA is nice for AoE. It has a Taunt/Slow aura that boosts your recharge that has great synergy with quills and helps the other AoEs recharge faster. The taunt will keep mobs from scattering everywhere, which is the problem with Fire on a scrapper. I shelved mine though, I couldn't put up with the lack of good ST damage.
I'll agree with Titan Weapons when it comes out, but when mature, War Mace has some really decent AOE. Plus you are STRONG. You can be STRONG and PRETTY or STRONG and BASHY. -
Regarding SR: Other than being positional versus typed, there is absolutely no gameplay difference between a SR dodging an attack and a Stone Armor outside of granite deflecting an attack. Just pick minimal FX, and RP it as attacks just bouncing off your skin instead of dodging.
-
The Energy Gauntlet approach is a good way to shoehorn a power set into a natural origin, especially if your character is a praetorian. The PPD energy gauntlets are issued to every ppd officer and are the equivalent a tactical sidearm in the real world. And those gauntlets are in the character creator for anyone who has going rogue.
-
Revive does need work. It needs an untouchable time so you can retoggle and not just get instaganked as soon as you revive. I would also like it if it gave you an adrenaline boost effect.
-
I'd happily give up the increased crit chance for a 7.5% def to all. Just saying.
-
Single target, yes. But Ice Melee does have quite high aoe damage. Frost and frozen aura are really good aoe powers. Really the only change needed for ice melee is to fix the hideous DPA in GIS, which is currently the most skippable power in the set.
-
Quote:It's not like tanks don't have better mitigation tools than shockwave in their primaries. Fault, Ice Patch, and Foot Stomp can all be hugely effective at cutting incoming damage. And the guy who posted the claws Regen scrapper doing a RWZ*2 also did it with just using followup and spin on auto... With no alpha slot. Granted you can't see the IO bonuses on the build, but you can build to take an alpha with MOG, and Darkest night is almost as good for Regen as shadow meld.I have heard this as a big rule of the challenge: Usage of Shockwave is cheating. :P
The power can often bring more mitigation than our preservation set may bring.
It won't be easy mode by any means, but the tools are there to get the job done. The problem is the set relies on player skill to keep you alive more than any other set. -
Poison would work for buff/debuff sets, and energy and dark can both work for blasters depending on coloring and powers picked. I used Dark Melee for my natural brawler long before power customization and alt animation for MA, let alone street justice. I can wik with minor adjustment if you ignore the dark fists or just explain it away as throwing sand or gas for "dirty" fighting.
-
If you can deal with the redraw, Beam/Trick Arrow might be doable. There are some really nice debuffs to layer with beam, and every attack in beam can ignite oil slick, including disintegration spread.
It also fits a high tech weapon master or predator concept. -
Well, and kb greater than 0 and less than 1 is knockdown. It should be possible to put a a constant mag -100000% or something debuff to change all kb into less than mag 1 regardless of the level of the original attack. It would be a lot easier than coding each powers base kb mag to .67 depending on the Null flag.