Errant

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  1. Errant

    StJ/Will Softcap

    Quote:
    Originally Posted by Blue_Centurion View Post
    A few months ago I stripped a softcapped (to all but Psi I think) Tank. Will/SS. I never used the parts, they are sitting in a base. Would the build mostly just slap down on top of a Street Justice/Willpower and successfully softcap that?
    No, Tankers get higher Defense values out of the same powerset that Brutes/Scrappers/Stalkers get.

    Quote:
    Or is there another armor I should consider if I was going to softcap a Street Justice? Invulnerability I think is easier, plus had def debuff res, but I worry about End issues. (I would love to use Regen, but I suspect that is very very hard to softcap?)
    End issues can be overcome, and the +ToHit from Invuln would assist in earning Combo Points.

    Quote:
    Or should I go a completely different route and build a huge recharge build and make a Street Justice / Regen? I know a ton of Rech works very well for Regen. Truly, what set doesnt benefit from Rech? lol Does Rech work particularly well with Street Justice as well?
    Oddly enough, thanks to some analysis earlier, Street Justice really doesn't care about MASSIVE recharge for a Spartan and DPA efficient chain. Also, I'd not roll Street Justice with Self-Empathy, since the need to hammer your heals will interfere with the Combo mechanic.

    But, all Scrapper combinations are viable. So, play what you'd like!
  2. Errant

    Nasty build

    Quote:
    Originally Posted by Silas View Post
    Spines. No set is more visceral.
    <sarcasm> Silas! Get outta the melee forums! You've no credibility here! Shoo! Scat!</sarcasm>

    Really, more amused to see you chime in on a Scrapper thread, given your seemingly documented "distaste" for Meleer's. ^_^ Or are Spiners not Melee?
  3. Errant

    Solo MoITF

    Quote:
    Originally Posted by joebartender View Post
    Quote:
    Originally Posted by ultrawatt View Post
    Yeah, i tried a +4/x8 ITF (set for Mo, which failed) a few weeks ago...not doing it again. Wasn't even fun at all >.<



    This. FA with IOs and barrier is an extremely tough character, possibly tougher than the scrapper, since barrier allows for 25% more res on a brute.



    This is also very important. The thing about cims is that very few ppl can actually stand in a spawn of them (with at least 1 boss) indefinitely because of their massive -def and high DPS. Without attacking or using barrier, my SS/fire/soul last's no more than a minute or 2 in a spawn with 1 or more bosses.
    This means the best thing to do is kill everything u can as quickly as possible. Because is not only means u are getting attacked less often, it means your def is getting debuffed less often too. Basically ur are even MORE survivable.




    I sure hope I didn’t just thread jack a thread I created O.O
    A thread within a thread?

    We need to go deeper.

    Threadception.
    I thought they banned this kinda thing...
  4. Errant

    Nasty build

    Quote:
    Originally Posted by Blue_Centurion View Post
    What power sets for Scrappers come right to mind when the adjective Nasty is used?
    BS(Axe)/FA - BU+FE+Headsplitter(Cleave) = CRUNCH!
    FM/DA - End bar, what End bar? But, everything is dead.
    ElM/Shield - I'ma a walking mini-nuke!
    DB/ElA - Sparkly and Spinny!
    ...
    Any/Any - You're a f-in Scrapper! Your taunt is knocking their face in.
  5. Quote:
    Originally Posted by Oathbound View Post
    I've done the math on Propel, and to be comparable to the damage per second of activation time on a tier2 blast (8second recharge, just like Propel's), it would have to deal Scale 3.56 damage. Which is Knockout Blow level.
    Nothing wrong with that. Make it so!
  6. Quote:
    Originally Posted by Jibikao View Post
    I guess you weren't here a year and half ago. There were several HUGE, SUPER LONG posts/threads about possible Stalker changes. In the end, we got a note from Castle (previous powerset developer) saying what we have now is as good as it gets. Stalker's problem has more to do with the whole game design than the AT itself.
    ...
    There's been a lot of maths done and Stalker is statistically doing less damage than Scrapper (even with full team critical) and some Brutes. I am fine with Stalker doing less damage than Blaster but I am not fine with Stalker doing less damage than Brute/Scrapper.
    ...
    I actually don't feel my Stalker has huge survival problem. I am one of the few who is against increasing Stalker's HP Cap and only because I want this AT to remain "Glass Cannon". Well, we still have the "Glass" part but not the "Cannon". Stalker naturally draws less aggro because we have no dot aura and we have less aoe and we don't use taunt and mobs just don't seem to target us more than targeting other squishies.
    I was here, in game, but certainly not on the Stalker forums. And I agree... Stalkers need to have something to excel at, and it should be damage. My advocation for the HP cap being raised is to restore functionality to key powers in half of the secondaries, and doing so via an easier method than retooling each of the offending powers.

    It is abhorrent, though, that Scrappers easily, and Brutes have the potential, to outstrip Stalkers in Damage (worse so if the Stalker has 7 buddies doing nothing near him, maxing crit chance). Stalkers should be the Doing Blaster level or higher damage. The trade-off being that you've got to deal most/all your damage from Melee/<40' Range.

    Alter the pools so that both Scrappers and Stalkers have 40' range on attacks, just like the Primary ST in Claws and Spines. Bring Stalker Base HP back down to launch levels... Glass Cannon Restored. Then Scrappers are the balanced alternative to the squishier Stalkers.
  7. 3 Rech. With [Resilience] you're capped for Resists when MoG is up, and it gives you over Incarnate Soft-cap level of Defense. (71.25% Resist all but Psi, 71.25% Defense all but Psi)
  8. Tasty. I run a Fire/Icy. PB+Flashfire means I have a hard AoE control most every spawn. Then Chilling Embrace and Hot Feet means any stragglers are too busy/slow to bother me much. I grabbed all the melee attacks, and only took Bitter ice Blast for ranged, since it is t3h sexy. Yes, have to take Tier 1... but they can't make me slot it!

    On a Primary that'll leverage your ability to get into Melee and mix it up, /Icy is great.
  9. Quote:
    Originally Posted by Syndace View Post
    Ice/fire
    See, I vote the other way. Fire/Icy.

    I have both at 50, and the Fire/Icy is MUCH more fun. Only lvl 35 Commons slotted, but Power Boost is up 3 outta 4 spawns, so it's PB+Flashfire+Firecages to have an AoE Hold! Then I rush into melee with Hot Feet and Chilling Embrace, the Imps race to catch up, and the Sword starts chopping.

    Only ranged attack I have is Bitter Ice Blast, because it's nommable, and controls. But the Dom lives in Melee (and been accused, rightfully, of being more psycho than the Imps)

    Whereas the Ice/Fiery was my first Dom... pro'ly only reason he got to 50. I've still been struggling for decent playstyle (currently ranged) on him (tried both doms as Ranged or Melee, yay dual builds) that doesn't leave me wishing I was on something else... I'm tempted for an IO build, but I've got enough inprogress toons... he may just wind up gathering dust.

    But, regardless, its your toon. Obviously, both sides have adherents.
  10. Quote:
    Originally Posted by Talen Lee View Post
    Rogues and Vigilantes are being punished for being weak.
    Just 'cause we greys like to go both ways...
  11. Errant

    New Thread

    Quote:
    Originally Posted by TamakiRevolution View Post
    Way to rain on his parade >:O
    Kinda made me feel like this...

  12. Errant

    Solo MoITF

    Quote:
    Originally Posted by joebartender View Post
    Grr thanks for linking to Tvtropes. There went an hour of my life chasing links like some kind of junkie from Breaking Bad.
    There's a Trope for that...
  13. I'm usually running until about 0000 PST (0800 Zulu) weeknights, and I'll push it to 0200/1000 on weekends. I'm interested.
  14. Heh, my play time has been cut in half from free/new players...

    But I blame Help and me actually monitoring and then responding to questions in it... oft times going FAR deeper than the questioner expected. *recently detailed out the difference in AT Damage Mods, which then developed into Damage Buffing...*

    Still, it is nifty to find the "Ooh, new shiney!!!" reaction again.
  15. Quote:
    Stalkers are not squishy scrappers. Stalkers are supposed to be blappers. Melee blasters. We get compared to scrappers including by the devs themselves and that confuses things quite a bit in a not entirely helpful way. At this point, I think the AT needs to be re-envisioned. Beyond the scale of what was done for dominators and defenders with just simple changes to the inherent.
    Well aware of the original design intent of Stalkers, and how they're being straitjacketed now. I don't think that Stalkers are supposed to be squishy Scrappers... I think they are supposed to be Melee Blasters, as you said... however, they lack the Damage tools to do so. They have a lower Damage Mod than Scrappers (all) and Blasters (ranged) (the Top DPS AT's), and less AoE's than either AT... How can they compete, even with controlled Crits?

    I've been on a kick with Stalkers lately, trying to analyze them and brainstorm a stupid idea as a fix (I think as a result of Freedom and going anywhere), vice my occasional playing of them on Red-side and thinking they just feel weaker because the Red-side mobs are harder.

    I dunno... Is there a champion foolish enough to step-up a la Stupid Fanboy or Evil Gecko of Scrappers to tilt at the windmill of Developer indifference/disinterest in Stalkers?
  16. Quote:
    Originally Posted by Shred_Monkey View Post
    As for end game... BF>SS>AS, or BF>AS>SS>AS are both superior in damage output to any chain that applies a combo.
    Which of those wins? I'd only heard of the latter chain being used... Also, assuming that both -Res procs are present?
  17. Errant

    New Thread

    Quote:
    Originally Posted by Arcanaville View Post
    Brony I've been. I blame my wife for that.

    However, Triumph I am new to. But that has been changed by an Elec/DM Blaster - Is Errant (some jerk took Errant! I should throw a tantrum! Wait, this isn't Exalted...) running around like a demon in Mercy.



    So how do I join the herd?
  18. Sorry, was late-night, and I may have been enjoying some Hard Cider, so I didn't flesh out it fully.

    Regarding [Hide] and waiting vice Scrapping. I understand that Scrapping after initial strike is more useful to yourself and to the team in most instances. I have a DM/SR and Claws/Will at 50, an EM/Regen parked at 33 (damn dual PvP/EM Nerfs), and several other Stalkers strewn throughout the leveling curve that are works in progress (/Ice, /Nin, and /Elec). So, I'm not wailing over how Stalkers suck in recent experience, been rolling with them since Issue 6.

    I rejoiced over the change to Stalker Crits (Also, the scaling Crit chance is 3%, for a max of 31% (10+3*7)), however, I feel it didn't go far enough. I've noticed the thought that Assassination should work like Vigilance, and have it be offa team size, regardless of distance (seems reasonable to limit to those on the same map though), instead of with a 30' tether. This would be beneficial for both playstyle/Stalker DPS, as well as slightly improve game speed, since it'd be one less cycle that'd have to be processed (miniscule, but it would add up). Or, to more accurately reflect the benefit/difficulties of getting all 7 of your mates within 30' of you, buff the scalar... 10% per makes for a 70% crit chance. Someone fluent in DPS math might have to work that out, but from my subjective viewpoint, it seems it could easily bring Stalkers to the fore-front for Melee DPS (NOT a bad thing, since they'd remain the squishiest out of all the melee AT's.).

    Also, while I didn't state it, was also thinking of the issues the non-Defense sets have with Placate within combat. It's rather difficult to obtain controlled Crits when 50% or more of attacks are going to hit you. Alternately, lower the timer on [Hide] again. Make it so it IS viable to pause, gather your wits/strength/focus and then strike swiftly again. 4 seconds, 6 seconds? What would be a good baseline to make it attractive to get that 100% Crit chance?

    And being forced to Scrap... if that's the goal, then why have Stalkers? While I enjoy beating face with all of my toons (even most of my ranged get played as melee), if the design of Stalkers forces you to "Scrap" to be effective... why have the Stalker AT? Tweak the AT and the mechanics within to make it so there's a choice, instead of straitjacketing into a less than optimal role.

    Also, Hey, maybe we could just buff the AT mod so they aren't lagging behind Scrappers in both Damage and survivability. Hell, Blasters do more damage in Melee than Stalkers do, currently.

    Essentially, all of my fragmented arguments and statements are more a plea to the Devs. I just want Stalkers to do SOMETHING, and excel at SOMETHING within the game, instead of coming close and being a mediocre version of other AT's.

    (Hell, even their other Signature mechanic, [Hide], can be duplicated by ANY AT with a combo of 2 outta 3 on Stealth power/Superspeed/Stealth IO. And any PvE mob with +Per/player targetted Ambush negates either [Hide] or stealth regardless of how sneaky you are)

    So, I dunno... I'm trying not to be another Test_Rat, who I sympathize with, since I have a feeling he/she's been fighting the Stalker fight for too long with too little results... But I'm starting to think that snark/sarcasm/bitter recriminations may be more useful to effect meaningful alterations to Stalkers instead of any reasonable and thought-out approaches.

    (Much of this was catalyzed by a burst of alt-itis, and the new powersets, /Ice with the yay? of Hoarfrost, Street Justice losing a fantastic DPS tool, Titan Weapons "missing" Stalkers for release, and the strong odds that Staff-Fighting won't make it either.)
  19. I'm in, on something, that'll pro'ly not have the Patron unlocked. Oh, and it'll die often.
  20. [Hide] - 8 Seconds of not hitting or not being hit... How about just changing it to 8 seconds of not attacking? This way the non-Defense sets aren't as hampered and forced to scrap?

    Also...

    Ditch hide as a Power selection. Make it part of the Inherent given at level 1, just a slottable toggle. This eliminates the need to power-crunch away one power from every armor.

    Hell, do the same for AS! Unlock it at 6, there's just 10 powers in the primary, vice 9.

    Or... these ideas are retarded... I dunno. Thoughts?
  21. Errant

    New Thread



    Damn... why doesn't Infinity have this bad-assery? Time for an alt.
  22. Do both Blue and Red, all the way through? Minimum levels for entry determining next in line?
  23. Errant

    ??/Traps

    Thanks for the heads up, all.

    Dr. Proct has been rolled on Infinity, a Rad/Traps. He's a Poke-Mon. *bad puns abound*
  24. Errant

    Melee Crab?

    So, this is a lil' bit of a silly build. Tried going for Melee Crabbing... Is this viable, bunk, or somewhere in between?

    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Melee: Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Channelgun -- Thundr-Acc/Dmg:40(A), Thundr-Dmg/EndRdx:40(5), Thundr-Dmg/Rchg:40(7), Thundr-Acc/Dmg/Rchg:40(23), Thundr-Acc/Dmg/EndRdx:40(31), Thundr-Dmg/EndRdx/Rchg:40(34)
    Level 1: Crab Spider Armor Upgrade -- Aegis-Psi/Status:40(A), Aegis-ResDam:40(3), Aegis-ResDam/EndRdx:40(17)
    Level 2: Wolf Spider Armor -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResKB:30(3), ImpArm-ResDam:40(48), ImpArm-ResDam/EndRdx:40(50)
    Level 4: Longfang -- Thundr-Acc/Dmg:40(A), Thundr-Dmg/Rchg:40(5), Thundr-Dmg/EndRdx:40(7), Thundr-Acc/Dmg/Rchg:40(23), Thundr-Acc/Dmg/EndRdx:40(31), Thundr-Dmg/EndRdx/Rchg:40(34)
    Level 6: Aim -- RechRdx-I:40(A)
    Level 8: Slice -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(9), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Knock%:35(17), P'ngS'Fest-Acc/Dmg:30(46), P'ngS'Fest-Dmg/EndRdx:30(48)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+:40(A), LkGmblr-Def:40(11), HO:Cyto(11)
    Level 12: Venom Grenade -- Posi-Acc/Dmg:40(A), Posi-Dmg/EndRdx:40(13), Posi-Dmg/Rchg:40(13), Posi-Acc/Dmg/EndRdx:40(40), Posi-Dam%:40(40)
    Level 14: Arm Lash -- Sciroc-Acc/Dmg/EndRdx:40(A), Sciroc-Dmg/EndRdx:40(15), Erad-Dmg/Rchg:30(15), Erad-Acc/Dmg/Rchg:30(43), Erad-Acc/Dmg/EndRdx/Rchg:30(43), Erad-%Dam:30(45)
    Level 16: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Knock%:35(34)
    Level 18: Tough -- Aegis-ResDam:40(A), Aegis-ResDam/EndRdx:40(19), Aegis-ResDam/Rchg:40(19)
    Level 20: Weave -- LkGmblr-Rchg+:40(A), LkGmblr-Def:40(21), HO:Cyto(21)
    Level 22: Mental Training -- Run-I:40(A)
    Level 24: Fortification -- Aegis-ResDam:40(A), Aegis-ResDam/EndRdx:40(25), Aegis-ResDam/EndRdx/Rchg:40(25), ImpArm-ResDam/EndRdx:40(50), ImpArm-ResDam/EndRdx/Rchg:40(50)
    Level 26: Frenzy -- Sciroc-Acc/Dmg/EndRdx:40(A), Sciroc-Dmg/EndRdx:40(27), Erad-Dmg/Rchg:30(27), Erad-Acc/Dmg/Rchg:30(40), Erad-Acc/Dmg/EndRdx/Rchg:30(43), Achilles-ResDeb%:20(45)
    Level 28: Serum -- Numna-Heal/Rchg:40(A), Numna-Heal/EndRdx/Rchg:40(29), Numna-EndRdx/Rchg:40(29), Mrcl-Heal/Rchg:40(45), Mrcl-Heal/EndRdx/Rchg:40(46)
    Level 30: Tactical Training: Assault -- EndRdx-I:40(A)
    Level 32: Hasten -- RechRdx-I:40(A), RechRdx-I:40(33), RechRdx-I:40(33)
    Level 35: Mace Blast -- Thundr-Acc/Dmg:40(A), Thundr-Dmg/EndRdx:40(36), Thundr-Dmg/Rchg:40(36), Thundr-Acc/Dmg/Rchg:40(36), Thundr-Acc/Dmg/EndRdx:40(37), Thundr-Dmg/EndRdx/Rchg:40(37)
    Level 38: Maneuvers -- LkGmblr-Rchg+:40(A), LkGmblr-Def:40(39), HO:Cyto(39)
    Level 41: Shatter Armor -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(42), KntkC'bat-Dmg/Rchg:35(42), KntkC'bat-Knock%:35(42), P'ngS'Fest-Acc/Dmg:30(46), P'ngS'Fest-Dmg/EndRdx:30(48)
    Level 44: Assault -- EndRdx-I:40(A)
    Level 47: Combat Jumping -- LkGmblr-Rchg+:40(A)
    Level 49: Vengeance -- LkGmblr-Rchg+:40(A)
    ------------
    Level 2: Swift -- Run-I:40(A)
    Level 2: Health -- Numna-Regen/Rcvry+:40(A)
    Level 2: Hurdle -- Jump-I:40(A)
    Level 2: Stamina -- P'Shift-End%:40(A), P'Shift-EndMod/Acc:40(37), P'Shift-EndMod:40(39)
    Level 1: Brawl -- Acc-I:40(A)
    Level 1: Conditioning
    Level 1: Sprint -- ULeap-Stlth:40(A)
    Level 2: Rest -- RechRdx-I:40(A)
    Level 4: Ninja Run
    ------------



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  25. Quote:
    Originally Posted by ChrisMoses View Post
    you know what they say: Try, try again and again and again and again and again.
    And den?