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Posts
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Joined
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Quote:It used to be the case, then they changed it to allow for Patron Pool Respecs (Approximately I9?). Now, with side-switching, there's a great many going and grabbing a Patron, mainly because Scrappers got the Stalker pools... And Ghost Widow's is t3h s3x with Shadow Meld. (although some go for Mako with Water Spout for added hard target DPS and Hibernate)Cool, is that a change. My recollection is that you use to have to do the patron arc of the patron whose Pool you wanted, tho I might be misrecalling.
I have done the Ghost Widow and Sirocco arcs, if I can do any I should do one of the others.
Have many other people gone for the Villain PPPs for their Scrappers?
Regards, Screwloose
I am not young enough to know everything. -
Quote:Nah, was more just trying to emphasize that I couldn't pigeon-hole them into the same mindless playstyle I'd been doing with a Scrapper. Couldn't Toggle Up, Press "F", ???, Receive Bacon.I dunno what was the point of that?
I thought you perhaps had some epiphany or some breakthrough where you learned a new way of playing City of Heroes.
One that didn't involve hitting stuff with your powers till they died. Because Scrappers Brutes and Tankers do that better. -
Quote:OOh, reminds me, I gotta play mine, get his butt outta Praetoria.it would be easier to perma drain them with elec/psi, drain psyches -recov paired with the -recov in your attacks will floor just about anything in about 10 seconds (GMs and AVs take slightly longer maybe 30-60 seconds due to their massive end count and -end resist)
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Quote:I am confused... what was the point of this---\/?The only thing you describe as being stalker gameplay that a scrapper can't do and do better is the controlled crits.
However, Since scrappers have superior self buffing ontop of a superior base damage, they generally do burst damage as well or better than a stalker.
Quote:Please enlighten the class on how to play a stalker.
This should be very educational.
*is confused as to Test_Rat's point* -
Quote:o_O? Unsure your implication, but here goes...Please enlighten the class on how to play a stalker.
This should be very educational.
My Scrappers (Kat/Regen, MA/Inv, BS/Will, Kin/EA, Spines/FA) jump into a mob and go bloodthirsty, double tapping attacks and then follow to locate, close with and destroy the enemy. There's little conscious thought or tactics with them, just maybe adjustments to leverage defenses/AoE's and then giggling over the carnage.
My Stalkers are much more active. Each spawn gets a quick glance to determine if I'm AS'ing or opening with an AoE/Heavy-hitter. I'm looking for trouble mobs, adjusting my position, timing Placate+Attacks/AoE/AS to control the battlefield and kill/defeat without overkill and/or gain an advantage. I think when playing my Stalkers. Oh, and I still giggle over an AS or Shockwave getting 10 Crits.
My Stalkers scrap, but they are much more disciplined about it. My Scrappers edge closer towards Bruting, if anything, they just don't have a Fury bar to chase. -
Numbers for swapping the Critical Mechanics:
Give Stalkers a 5% crit chance base, with +5% per increase in rank from Underling [Underling 5%, Minion 10%, Lt 15%, Boss 20%, EB 25%, AV 30%] which stacks onto the Tier 8/9's with increased Crit Chance [e.g. Headsplitter vs. AV Crit Chance of 40% (30% Rank + 10% increased)].
Scrappers get the team scaling Critical chance, also stacking onto increased Crit Attacks: 6% base, +2% per teammate on mission map [drop 30' rule, gives Crit Chance of 20% with full team, 30% with increased Crit Attack]. This is a lessening over current mechanics for Lt+ ranked mobs, but significantly improves a teamed Scrapper's Damage.
This would give Stalkers a consistently* higher critical chance over Scrappers, encouraging Stalkers prosecuting hard targets and giving them a further role on a team (EB/AV Killer) aside from sneaky scout/weak Scrapper.
*[Yes, this results in Scrappers beating Stalkers versus Underlings, Minions with 3 Teammates, Lt's with 5, and tied on a team of 8 versus Bosses.]
Still would advocate for an increase in Damage Scalar to be at least even (1.125) with Scrappers, but preferred all the way to 1.25 DS. -
Quote:It was a shorter and pithy version of a longer statement.I agree with all of that.
That's not the kind of point that I was refuting however. Errant's point is that the procs are not even a consideration, which I don't believe is true.
Maybe Errant meant something different, but that's what you get with a statement like that (one that is repeated like a mantra).
Developers do not balance the BASIC build of a powerset around IO's. They can't, for doing so would invalidate the players that choose not to ever muck with the Invention system, and with the launch of Freedom, every single Free/<Tier 7 Premium player.
Do they consider IO's and their interactions with powers and powersets? Yes, but they are not the metric a set's performance is determined by, but more the outlier maximum at which a set can perform. They have (and I no doubt expect this to continue) made adjustments in the past to powers based off of IO usage (Dark Melee Buzzsaws, Ice Control Proctic Air and other toggles, Traps), but the primary intent is to ensure the set is playable with SO's. (e.g. Fiery Aura and Shields - Both are "as intended" squishier than other Defensive Powersets, and acknowledged to be monsters when IO'd out. They've not been reduced though, since that "could" invalidate their play with the Enhancements available to everyone.)
So, essentially, Devs do not balance around IO's. They acknowledge them, sure, but the primary metric is Single Origin Enhancements. Suppose I should rephrase it to "Dev's do not balance around IO's, mostly..." but that seems wishy-washy. -
Doesn't this combo lock you into Black Scorpion as your patron? ^_^
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Quote:Child, you are comparing apples to oranges, but here, let me compare apples to apples to oranges.Do you ever read your own posts Geko? You just said..
'Comparing the DPA of an AoE focused set to BS is irrelevant. It's comparing apples and oranges.'...
...So there ya go Geko..a list of things BS has THAT spines can't do. And you know what, it is JUST as worthless as your list of things spines has that BS doesnt..since they arent the same sets. But hey..I only compared the DPAs...now..what was the thread started based on the DPA on broadsword...oh yeah! This one.
Code:T1---Hack---------------Sting of the Wasp------Barb Swipe-----Strong ST, Strong ST, Normal ST T2---Slash---------------Gambler's Cut----------Lunge----------Weak ST, Weak ST, Strong ST T3---Slice---------------Flashing Steel---------Spine Burst------Normal 120 deg Cone, Normal 120 deg Cone, Normal PBAoE T4---Build Up------------Build Up---------------Build Up---------Yeah, these are identical, you win there. T5---Parry---------------Divine Avalanche------Impale----------Weak ST +Def, Weak ST +Def, Heavy Ranged ST T6---Confront------------Calling the Wolf-------Confront--------Well, Katana is named special... but they are the same. 2 points to you! T7---Whirling Sword---The Lotus Drops-------Quills-----------Normal PBAoE, Normal PBAoE, Toggle PBAoE Damage Aura T8---Disembowel---------Soaring Dragon--------Ripper----------Heavy ST, Heavy ST, Heavy 90 deg Cone T9---Headsplitter---------Golden Dragonfly------Throw Spines---Extreme 20 deg Cone, Extreme 20 deg Cone, Strong 90 deg Ranged Cone
So, troll, go back under your bridge. ^_^
Psst...
Quote:Ability to slot one more set type of damage proc in attacks. -
Quote:Quoted for truth. Each of my Stalkers don't work as Scrappers. I attempted to clone my main (Kat/Regen) onto a Stalker, and deleted him afore 20, because they weren't the same, and I was frustrated playing him.I play a stalker because some character ideas just don't work as scrappers or brutes. And I create characters, not collections of numbers represented by a group of polygons...
...He's just a vague shadow accompanied by sudden and decisive violence.
THAT'S why I play a stalker.
Then, I learned to play Stalkers as STALKERS, and am MUCH happier.
So, now I've got a ninja (Kage Ryoushi, DM/SR), a creepy deformed dude missing a ring (a tribute character, Claws/Will), a song parody (Your Best Guy Friend, Kin/Nin), a Viking Assassin (Sverd of Cnut, BS/Ice), a riff on Hide and it's incongruities (Nudged, ??/Elec), and a PvP toon (Is Errant, EM/Regen, retired due to EM/ adjustments and PvP 2.0).
While they can scrap, none of them are Scrappers. They all stalk, and all are a blast. -
As I've been thinking and reading more about this, I'm beginning to think that raising the HP cap is not the answer, not for fixing Stalkers as a whole, because that will continue to keep them as mediocre Scrappers.
So, these powers (Hoarfrost, Dull Pain, Overload, High Pain Tolerance) either need to be adjusted to mechanically provide benefit without waste within the current HP cap (Smaller +HP, Heal, less Recharge; Heal over Time through power duration; +Regen through duration; Smaller +HP, +Res (All); something else), Stalker base HP needs to be lowered so these powers work without overkill as is, or both adjusting the powers, and lowering Stalker HP.
Now, I realize I'm calling for a "nerf", however, it is a call with intent. Use the ground lost in survivability by lowering Stalker base HP to gain ground on Damage. Make Stalkers truly meritorious of their 10/10 rating. Ideas for more damage:
-Increase Stalker Base to 1.25 Scalar
-Swap Scrapper and Stalker Critical Mechanics and adjust the numbers given
-Restore AoE capability to Stalkers by making AS a 10th power pick, unlocked at 6 with normal Tier 4.
-Give AS a -Regen/DoT effect, in or out of Hide.
-Give "Placated" Criticals a -Regen/DoT effect.
-Speed up AS in Hide.
-Make AS uninterruptable in PvE.
-Something else?
I am not calling for every change mentioned, just spitballing a bunch of different options for both the defensive side and the offensive side, and seeing what'll stick. -
I've tried AR/Kin and AR/Storm... did not enjoy either... the Kin was deleted at 37, the Stormie didn't make it past 22ish.
Recommend AR/Cold actually, lowbies, you'll be fire and forget with a debuff and Snow Storm, then the shields, and get to blast a lot. High-End you've got Sleet+Benumb, and plenty of range to stand-off for your cones. Running into melee for Heat Loss is worth it, but you can otherwise just Stay outta melee and Nuke things.
I have a Dark/Cold (who is also built for defense), and this strategy works phenomenally well. Sleet+Tenebrous Tentacles+Night Fall is tasty. -
As far as I understand, that'd be only through Damage per Power. Once you drop a time length into it (e.g. 10 seconds of Build Up), with Katana's quick animations, it pulls ahead.
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Quote:My tweak on your base build, lil' better numbers, but not much more defense, gimme a bit on a stronger stab at a Defensive Self-Empath.Thanks for the responses everyone. Figured I'd go ahead and post my build. I've never IO'd either set before so I could really use some advice on the specifics, particularly in regards to Defense. It seems like the amount I can manage is trivial and I wouldn't mind dropping Weave to get Stealth in a lot earlier.
As always, I appreciate your feedback.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Druid: Level 50 Mutation Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Storm Kick -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(3), C'ngImp-Dmg/Rchg:50(11), C'ngImp-Acc/Dmg/Rchg:50(15), C'ngImp-Acc/Dmg/EndRdx:50(17)
Level 1: Fast Healing -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(37), Numna-Heal/EndRdx:50(46)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(3), Dct'dW-Heal/Rchg:50(5), Dct'dW-Heal/EndRdx/Rchg:50(7), Dct'dW-Rchg:50(9)
Level 4: Cobra Strike -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(5), C'ngImp-Dmg/Rchg:50(7), C'ngImp-Dmg/EndRdx/Rchg:50(11), C'ngImp-Acc/Dmg/Rchg:50(13)
Level 6: Focus Chi -- RechRdx-I:50(A), RechRdx-I:50(37), RechRdx-I:50(42), Rec'dRet-Pcptn:20(42)
Level 8: Crane Kick -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/EndRdx:50(9), C'ngImp-Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/Rchg:50(15), C'ngImp-Acc/Dmg/EndRdx:50(17)
Level 10: Dull Pain -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(19), Dct'dW-Heal/Rchg:50(23), Dct'dW-Heal/EndRdx/Rchg:50(27), Dct'dW-Heal:50(29)
Level 12: Quick Recovery -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(37), P'Shift-EndMod:50(40)
Level 14: Fly -- Winter-ResSlow:50(A)
Level 16: Integration -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(40), Numna-Heal/Rchg:50(40)
Level 18: Crippling Axe Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(23), F'dSmite-Acc/Dmg:40(25)
Level 20: Resilience -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(21), TtmC'tng-ResDam/Rchg:50(31), S'fstPrt-ResDam/Def+:30(39)
Level 22: Boxing -- Acc-I:50(A)
Level 24: Tough -- TtmC'tng-ResDam:50(A), TtmC'tng-ResDam/EndRdx:50(25), TtmC'tng-ResDam/Rchg:50(31)
Level 26: Dragon's Tail -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(27), Erad-Acc/Dmg/EndRdx/Rchg:30(29), Sciroc-Acc/Dmg:50(31), Sciroc-Acc/Dmg/EndRdx:50(34)
Level 28: Instant Healing -- RechRdx-I:50(A), RechRdx-I:50(36), RechRdx-I:50(36)
Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(33), LkGmblr-Def/EndRdx:50(34)
Level 32: Eagles Claw -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(34), F'dSmite-Acc/Dmg:40(36)
Level 35: Revive -- RechRdx-I:50(A)
Level 38: Moment of Glory -- RechRdx-I:50(A), RechRdx-I:50(39), LkGmblr-Rchg+:50(39)
Level 41: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(43), BasGaze-Rchg/Hold:30(43), BasGaze-EndRdx/Rchg/Hold:30(45)
Level 44: Fire Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(45), Decim-Dmg/Rchg:40(45), Decim-Acc/EndRdx/Rchg:40(46), Decim-Acc/Dmg/Rchg:40(46)
Level 47: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Dam%:50(50)
Level 49: Maneuvers -- LkGmblr-Rchg+:50(A)
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Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(42), RgnTis-Regen+:30(43)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod/Acc:50(50), P'Shift-EndMod:50(50)
Level 1: Brawl -- Acc-I:50(A)
Level 1: Critical Hit
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 4: Ninja Run
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Quote:Seconded with this layout, with 2 changes:If I were to go the sheer standard min/max route and pair each set with a different primary, I might get this layout:
Fire/Psi
Dark/Energy
Radiation/Fire
Ice/Electric
Pistols/Dark
Sonic/Devices
Not that you have to use these pairings. I think there are lot of interesting ways to go. It's pretty hard to go completely wrong. Although I'm not sure I'd be up for Energy/Fire.
Elec/Fire vice Rad/Fire - Insane early and continued PBAoE, you are a walking pocket nuke.
Rad/Dark vice DP/Dark - -Def, -ToHit adding up to a potent Blapper, plus, the cone is much more skippable in Rad. -
Quote:its a simple question i all rdy told you what u want to know i am new to the game that means i know nothing of this game but that i just made a dp/ice toon and i am asking for a build. U gave me one. All i ask was were do i put my Enha slots at thats is all i am not going to right some long *** paragraph for a simple question yah i may have miss spelled some words and i may have use some simple words like i put u instead of 'you' is b/c it a way i Write wean i am Writing on a forum it just make it go a lot ezer if you don't like it don't try to help me / troll me.Quote:
It's a simple question, I already told you what you want to know. I am new to the game, that means I know nothing of this game, but that I just made a DP/Ice toon and I am asking for a build. You gave me one. All I asked was, "Where do I put my Enhancement slots at?" That is all. I am not going to write some long-[Expletive Deleted] paragraph for a simple question. Yeah, I may have misspelled some words, and I might have used some simple words. Like I put "u" instead of "you", it is because it is a way I write when I am writing on a forum. It just makes it go a lot easier. If you don't like it, don't try to help me/troll me.
Well, if the toon is brand new, you don't need to worry. This game does not have a huge learning curve, and actually you can learn most everything basic to the game if you once you've trained up to level 5, you go and talk to Twinshot (I assume you're a hero, since most start that way) and go through all of her missions. She's basically an extended version of the tutorial, within the actual game.
Don't worry about power selections, pick what you think is cool. It is very difficult to break a character to unplayability in City, and if you do, there are generally plenty of respecification opportunities floating around to help re-build yourself. Also, by picking your own powers, you'll help figure out how you want to play the character. The same combo of powersets can oftentimes be played in two, three, or more very distinct and different fashions. Find what you enjoy.
For enhancing the powers, again, don't stress to hard on it, check out the guides in the sticky at the top of the forum for some specific slotting strategies. However, if you feel the power lacks something, slot for it. Missing? Slot Accuracy. Weak? Slot Damage. Burning through your Endurance? Slot for Endurance Reduction in powers that use End, and Endurance Modification in powers that grant it back. Continue on as such. Assuming you are a lowbie (e.g. single digit levels, which I don't know, since you've not told me), you'll only have access to Training Origin (TO's) Enhancements, which are 1/4 the strength of Single Origin (SO's) Enhancements. Since the game is balanced in the end around SO's, you'll not see much gains slotting out that low. Basic ideas for TO's (and sometimes for Dual Origin [DO's]) is to ensure the powers that need to hit, hit. Powers on a long timer, slot for recharge. If they are toggles, slot for either endurance reduction or for the attribute they buff/debuff.
Play the game, read the mission texts/power descriptions/tutorials/help interface, have fun.
n yah will it might b ezer 2 type leik this it makes u look lz which make ppl not want 2 help u b/c u prb wont listn
But otherwise, welcome to City of Heroes! Have fun, don't mind the snark, it ain't personal.
Quote:yes it does look like a good build and all the back and forth is keeping my post up there so thx u for all this back and forth -
Quote:BRILLIANT!!!I've always thought Stalker should have 1.125 melee (5% critical with 100% from hidden/placate) and Scrapper should have 1.00 melee but with great team critical buffs.
It makes little sense that an Assassin is more rewarded with "close proximity" teaming while Scrapper has no team critical buff. Hero AT is mostly designed as traditional "class" and it's more geared towards teaming; while Villain ATs are designed more for soloing. An Assassin should get a scaling critical chance (similar to what Scrapper gets from 5% Minion and 10% higher ranks) because more damage is needed to "eliminate" something at an efficient rate if the rank is higher.
It just seems like it's reversed to me. Don't you guys think?
Basically, I would have thought:
Scrapper
- More team-oriented with less base damage
- Critical chance scales with more team members; therefore encourage teaming more.
- Higher health since teams may require them to tank a little (off tank)
Stalker
- More base damage since he has less access to aoe
- Critical chance scales with the rank of the enemies
- Less health due to doing higher damage than other melee ATs. Definition of Glass Cannon
Seriously! That's Genius! And yes, I can hear the Scrappers yelling already (myself included), especially since that'd definitely drop Scrapper Damage below Brutes... transferring the fat-kid syndrome onto Scrappers.
Maybe buff Stalkers to 1.25, and avoid the need to adjust both Scrappers and then Brutes down? Or would that verge on power creep? Bear in mind, reducing the HP pool again, back to original levels/adjusting those 1/2 useless +HP powers would be needed as well, to keep Stalkers more damage and less resilient than Scrappers.
As a Scrapper at heart (in reality and 1st 50 was Kat/Self-Empathy), and with most of my toons in Scrapper-lock, I still think this is a good path to be looking at.
Addendum: I realize that pro'ly part of this issue is that when the Scrapper inherent was introduced, there was only CoH, and therefore Scrappers used what are the proposed Stalker changes. This would be a massive change/alteration to the cottage... but I feel it is an appropriate way to go, and supports all 14 AT's as best as possible. This gives Stalkers a reason to exist, and then Brutes and Scrappers will now exist as slightly redundant middle-ground AT's (however, with two vastly different mechanics) between the twin poles of dealing and withstanding Melee DPS (Stalker/Tank). Also, in this change, to further reinforce the Scrapper as a more team-friendly AT, make them have the same secondaries as Brutes, with regards to Taunt auras, Power order, etc. -
Drop Stealth, grab Maneuvers, 1% more Defense, minimally higher End Cost.
Pull a slot from FH and Health, 3 Slot Integration with Healing, preferably using Numina's.
Pull the Numi Unique and slot from Int and drop into FH.
Consider sets for your Defense, EndMod, Resist, and Healing powers.
Winter's Gift 20% Slow Resist in Flight, the flight enhancement does nothing, you're capped the moment you turn on the power.
There's my quicky thoughts. Also, consider exporting Data Chunk as well as link, some (me) prefer to copy/pasta instead of downloading. -
Quote:you want me to put all my Enha slots to brawl and stamina ? that does not make sense how about u stop trolling and help me out if not let some one els help me out
Lazy questions deserve lazy answers.
Try putting some thought, effort, and basic comprehension into your posts, and you might get better results. Things like using proper grammar and spelling, telling the boards what level you are, what powers you've taken, what you want the toon to be able to do, what kinda budget you have, hell, you could even *gasp* go to the link at the top of the Build I threw together in under 2 minutes, grab Mids' HeroPlanner and attempt a build of your own, using some of the information from guides on this very board if you have absolutely no idea what to do.
And while I am trolling you (what can I say, ignorance irritates me), I'm doing you a favor, since these little troll baits keep your post higher on the forum, which means more are likely to read it, and you may trip over someone sympathetic enough to spoon-feed you a build with less snark than I.
I will however, thank you, since the combo actually looks interesting. Another alt, here I come! -
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 49 Natural Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Ice Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Pistols -- Empty(A)
Level 1: Chilblain -- Empty(A)
Level 2: Frozen Fists -- Empty(A)
Level 4: Ice Sword -- Empty(A)
Level 6: Swap Ammo
Level 8: Bullet Rain -- Empty(A)
Level 10: Chilling Embrace -- Empty(A)
Level 12: Suppressive Fire -- Empty(A)
Level 14: Dual Wield -- Empty(A)
Level 16: Build Up -- Empty(A)
Level 18: Executioner's Shot -- Empty(A)
Level 20: Ice Patch -- Empty(A)
Level 22: Combat Jumping -- Empty(A)
Level 24: Hasten -- Empty(A)
Level 26: Piercing Rounds -- Empty(A)
Level 28: Teleport Foe -- Empty(A)
Level 30: Recall Friend -- Empty(A)
Level 32: Hail of Bullets -- Empty(A)
Level 35: Cryo Freeze Ray -- Empty(A)
Level 38: Freezing Touch -- Empty(A)
Level 41: Surveillance -- Empty(A)
Level 44: LRM Rocket -- Empty(A)
Level 47: Body Armor -- Empty(A)
Level 49: Long Range Teleport -- Empty(A)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
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Cobra's Strike and Crane Kick are functionally identical for D/E/R, one delivers KB, the other Stun.
Eagle's Claw, while having less than optimal DPA, has STYLE and grants a Crit bonus to your next (queued) MA attack. I love EC followed by Dragon's Tail on my MA/Inv, but a Self-Empathy may not want to be as surrounded. It is also delicious when EC is followed by Crippling Axe Kick or CS(K).
If only room for one, I'd hold onto EC over CK, even on a Self-Empath... I don't wanna chase my toys more than I need to. You could easily drop both though, and not suffer heavily. Finally, if ya just need a throwaway 49 power... Grab CK and Drop a level 50 Acc IO or an Acc/KB. Hilarity results. -
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First, in super-hero land we call them "missions," not "quests." *snark*
But, snark aside, any Scrapper Primary will work for you.
-Katana or Broadsword will aid you with their +Def, but interfere with the clicky nature of /Self-Empathy. Actually, all of the weapon sets (Axe, BS, Claws, Dual Blades, Kat, Spines, War Mace) will have to deal with the redraw. Not to say it's not viable, just might be a factor in your decision. Axe and WM do offer mitigation via soft-control, and Claws makes you into a click-monster (which some love). I'd recommend against DB, since Self-Empathy heals will not only cause redraw, but pro'ly make you lose your combo... in addition to you failing 1 out of 7 combos due to ToHit caps.
-Dark Melee makes you rather tough, since it has -ToHit in each attack, as well as a Combat Heal. It's mostly single target, which jibes well with Self-Empathy, aiding you further in fighting smaller, harder mob groups (vice giant herds of even-level).
-Electrical Melee and Fire Melee are similar, both elemental damage, both good on AoE. ElM has some minimal soft control in Endurance Drain, Sleeps and Knockdown/back, while FM just gives burnination, as well as having a stronger Single Target DPS.
-Kinetic Melee offers damage debuffing, in addition to the self-buffing, so since you've no defense but your HP bar, it'll last a little longer since the hits hurt less.
-Martial Arts/Street Justice are also both similar. MA has a cornucopia of status effects, hard and soft controls and strong Single Target damage. StJ has the combo system, which helps to unlock/strengthen the status effects it offers, and more AoE, but the two sets are roughly equal in performance.
So, there ya are. With the exception of Dual Blades, I'd say any Primary will do well. -
Quote:Knock one out on your own, first, it'll be easier for the rest to tweak if we know what you like. Only real Skippable powers are the Rez and Strength of Will, and take what you want from Street Justice. Prioritize Enhancing your powers properly (don't slot RttC for ToHit DeBuff, e.g.), and use the set bonuses as icing. Grab Typed +Def, since you've gotten a boost in that regards from Heightened Senses, and you should have room/end for Tough/Weave. Focus on getting Smashing and Lethal as close to 45% as possible. If you've got the room to play around, go for Energy (which brings Negative Energy as well).Now, does anybody have a good build made up to softcap StJ/will or at least get close laying around.....?
Finally, troll through both the Brute and Scrapper forums for build ideas. Main difference is Brute taunt is AoE, higher HP, and their Resistances cap at 90% vice a Scrapper's 75%.
Good luck.