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Posts
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Joined
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Hmm. A few comments:
Pre-Focussed Accuracy 2xAcc in your attacks is pretty much a must if you want to play on the harder difficulty levels. Post-FA then yeah, 1xAcc is fine.
Slash is an attack! The defence debuff is tiny (-7.5%) and not worth slotting for DefDebuff. Stick in 3xDamage instead.
Get Focus at level 18! It's the best power in the set, it shouldn't be taken any later.
Shockwave is an excellent damage mitigation tool - if the whole spawn is on their [censored] then they can't hurt you. I definately recommend picking up this power.
The SR slotting looks mostly alright, but Elude gets you over the 'soft' defence cap of 45% without any slots - it's best to slot it with 3xRecharge. Also Quickness is a great power to get - the recharge buff will let you slot your attacks 2xAcc, 3xDamage, 1xEnd and the run speed increase is very nice to have as well.
In my opinion, Aid Self from the Medicine pool is a better power to get than Tough - SR lacks a heal and it works against all damage types, not S/L. Weave isn't worth getting at all - it's got a huge end cost and only 3.75% defence.
Combat Jumping grants a tiny defence buff (1.875%) so definitely shouldn't be slotted.
I'd recommend something like this (before you get Focussed Accuracy, I'd slot attacks 2xAcc, 3xDamage, 1xEnd). Ignore the slotting levels:
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Claws/SR
Level: 50
Archetype: Scrapper
Primary: Claws
Secondary: Super Reflexes
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01) --> Strike==> Acc(1) Dmg(3) Dmg(3) Dmg(5) EndRdx(5) EndRdx(7)
01) --> Focused Fighting==> DefBuf(1) DefBuf(7) DefBuf(9) EndRdx(9)
02) --> Slash==> Acc(2) Dmg(11) Dmg(11) Dmg(13) EndRdx(13) EndRdx(15)
04) --> Focused Senses==> DefBuf(4) DefBuf(15) DefBuf(17) EndRdx(17)
06) --> Swift==> Run(6)
08) --> Follow Up==> Acc(8) Dmg(19) Dmg(19) Dmg(21) EndRdx(21) Rechg(23)
10) --> Combat Jumping==> DefBuf(10)
12) --> Practiced Brawler==> Rechg(12) Rechg(23)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16) Heal(48) Heal(50)
18) --> Focus==> Acc(18) Dmg(25) Dmg(25) Dmg(27) EndRdx(27) EndRdx(29)
20) --> Stamina==> EndMod(20) EndMod(29) EndMod(31)
22) --> Quickness==> Run(22)
24) --> Spin==> Acc(24) Dmg(31) Dmg(31) Dmg(33) EndRdx(33) EndRdx(33)
26) --> Eviscerate==> Acc(26) Dmg(34) Dmg(34) Dmg(34) EndRdx(36) EndRdx(36)
28) --> Stimulant==> EndRdx(28)
30) --> Aid Self==> Heal(30) Heal(36) Heal(37) IntRdx(37) IntRdx(37) Rechg(39)
32) --> Shockwave==> Acc(32) Dmg(39) Dmg(39) Dmg(40) EndRdx(40) EndRdx(40)
35) --> Evasion==> DefBuf(35) DefBuf(42) DefBuf(42) EndRdx(42)
38) --> Elude==> Rechg(38) Rechg(43) Rechg(43)
41) --> Focused Accuracy==> EndRdx(41) EndRdx(43) EndRdx(45) TH_Buf(45) TH_Buf(45) TH_Buf(46)
44) --> Conserve Power==> Rechg(44) Rechg(46) Rechg(46)
47) --> Agile==> DefBuf(47) DefBuf(48) DefBuf(48)
49) --> Dodge==> DefBuf(49) DefBuf(50) DefBuf(50)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Critical Hit==> Empty(1)
02) --> Rest==> Empty(2)
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What has happened to the Scrapper forum? It's boring - come on people, post!
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Have you actually played any of the powersets you're suggesting changes to?
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[ QUOTE ]
Below 25% Hp, it only takes a few hits to kill you. If you could activate MoG between your green bar dipping below 25% and your (presumably very numerous) foes queuing another attack, then using MoG could concievably be "useful". At least until your heals recharge.
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It's all about predicting what is going to happen - one of the qualities of a better player. Once you get to level 38 you should know the capabilities of your character and think "Hmm, I don't think I'm going to survive this" although it isn't as difficult to pop MoG below 25% as you say.
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Unfortunately MoG does not last for only one minute, it's a 180 second duration which you can't turn off. A /regen scrapper can normally boost their survivability well over and above the benefits of what MoG provides through healing potential and regeneration, so as soon as your heals recharge running MoG becomes detrimental.
[/ QUOTE ]
You make it seem like you can't fight while running MoG! The 1 minute I was referring to in my original post was towards the end of the duration, where you could have been fighting for 2 mins and then decided "right, it's time to wait for MoG to wear off now but it saved me from death and debt".
I'm not sure if your other /regen powers can provide as much survivability as MoG (depending on the damage type, of course) especially against larger groups of foes (not wanting to start the whole flat vs proportional mitigation thing again). Capped defence is still a pretty impressive thing to have.
[ QUOTE ]
I have seriously never been in a situation where I was completely out of useful insps, my heals weren't recharged and I was below 25% HP for more than a few seconds. When I'm fighting something so tough that it overcomes my healing potential, I'll usually be dealt a killing blow when I'm well above the 25% HP mark.
[/ QUOTE ]
This goes back to predicting what is going to happen and avoiding that killing blow. MoG is a panic button ideal for those situations where you think you might have got in a bit over your head.
[ QUOTE ]
The other point is that MoG is only available from level 38 onwards, and will see the most action in the 40-50 level range. What mobs are predominant in this range?
+ Preatorians (Psionic Clockwork, -defence spamming Preatorian robots)
[/ QUOTE ]
Although Psi Clockwork aren't really Praetorians, obviously this is the hole in MoG. However, there are vastly more non-psi Praetorians than psi Praetorians. Yes, Anti-Matter's robots have defence debuffs but those have to actually hit you first, which is pretty difficult when their accuracy is floored.
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+ Carnies (Lots of Psionic damage)
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Against Carnie minions MoG is fine. Yes, the bosses and a few Lts use psi damage but it's hardly 'lots' of psi damage.
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+ Nemesis (Vengence massive ToHit buffs)
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In PuGs maybe Vengeance is a problem, but in good, experienced teams who know to kill the Lts last it's not that big a problem.
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+ Devouring Earth (Quartz Eminators massive ToHit buff)
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Yes, I'll admit that these [censored] are annoying!
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+ Rikti (Lots of Psionic Damage)
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Once again, there is far more non-psi than psi damage. Soloing or in small teams psi damage isn't an issue with Rikti.
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+ Knives of Artemis (Lots of Caltrops, autohit damage)
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This I definately agree with - but Knives are so uncommon I don't really think they justify not taking a power!
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+ CoT (Autohit Red Crystals and some damage auras, but mainly OK)
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Autohit crystals? No offence, but it is the easiest thing to just move away from them. The damage auras are also very rare and are such a small amount of damage. They're also turned on and off.
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+ Malta (Could concievably be OK, though gunslingers have very high accuracy).
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Malta are a group of foes where MoG really does shine - Sappers are much less likely to hit you (and the +recovery will also help if they do hit you) and the Titan robots' blasts do -regen which will greatly reduce your survival. Yes, the Gunslingers have a high accuracy (an acc modifier of 2 if I remember correctly) but even so this means they will hit you 10% of the time, which is still pretty good.
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+ Crey (Radiologists could be troublesome, otherwise fine)
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Radiologists are so squishy they can be killed in a couple of shots - if they are treated as a priority mob they are no threat.
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For the past few weeks I've been using my /regen to farm Rularuu missions in the shadow shard, soloing two-man level 53 Rularuu spawns. If I even thought about using MoG against them I'd be **flattened**, crazy tohit buffs and psionic damage aplenty.
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Once again it all comes down to using MoG wisely. Rularuu are the sum of everything MoG is weak against. It's not a power which will allow you to mindlessly kill everything in your path, it require some thinking. Of course it isn't perfect (and I agree that it is annoying to sometimes have to wait for it to expire, although it is neither as often as you suggest or for as long a period of time) but I get fed up of people who expect it to be god mode without a catch. Use your brain and it will save you numerous times.
I must also add that it's nice to have some action on the Scrapper forums again, this past week has been very dull as there is a limit to how much General Discussion one can endure. -
I really don't understand this - when your HP is in the red and you've got none of your clicks recharges and are out of insps, what is the harm in popping MoG? If you die then oh well, you haven't lost anything...and chances are you won't die and you'll be fine if you use the power wisely. At the end of the day the most you might be waiting around for is 1 minute, and it would take far longer than that to lose the debt you incurred by just deciding to die.
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That's pretty much identical to my MA/Regen build, except I found that once I had Eagle's Claw and my attacks all had 1xRecharge I didn't need Crippling Axe Kick (Thunder Kick, Storm Kick, Crane Kick and Eagle's Claw all chain very nicely together) so I got Cobra Strike instead. Slotting-wise with FA running you might start to run into end problems, I swapped an acc for an endred in all of my attacks once I got FA as 1xEndRed with FA uses less end than 0xEndRed without FA.
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"Incidentally, with Quickness you only need 2xRecharge in Practiced Brawler for it to be permanent."
A couple of slow powers... PB not recharged... mezzed... dead...
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As said above, with Quickness there is a 13 second overlap, plus it provides 40% resistance to recharge debuffs. The extra slot really isn't worth it, in my opinion. -
Quickness is a very nice power to have, definitely the right power to take! The build looks fine, it's the same as what I took up to 22 on my Kat/SR and it's worked ok for me.
Incidentally, with Quickness you only need 2xRecharge in Practiced Brawler for it to be permanent. -
Yeah, when you add those damage SOs I promise your Scrapper will go from 'fun' to '[censored] amazing'.
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[ QUOTE ]
The only thing i would change in the charactor posted by FireKitty is:
Take 2 slots from an attack and put them in stamina.
Change Dull Pain to 3x Heal and 3x Recharge.
If u got slots to spare, put 2 extra in health
I wouldnt change much more. By the looks of it, the regen is at the max there (correct me if im wrong)
[/ QUOTE ]
There already were 3xHeal and 3xRecharge in Dull Pain, I just did them in a dodgy order as I wasn't sure how many slots there would be.
The 2 extra in Health don't really make that much difference when you've got all your other Regen powers fully slotted, they're nice to have but should really be of the lowest priority. -
Without Weave you will find end much less of an issue. Integration uses a minimal amount of end and Tough is fine once you slot 1xEndRed in it and with Quick Recovery and Stamina you shouldn't have many end problems.
If you want the 2 extra slots in Stamina sooner rather than later you can take out the 2nd acc or the rechargefrom your attacks.
Your main purpose as a Scrapper is to do damage. That's why your Primary is an attack set and your Secondary is your defences. It really a case of a good offence being the best defence - a dead enemy can't hurt you.
Of course all this is just advise and at the end of the day it's up to you as it's your character! Feel free to ask any more questions. -
I assume the number after each power is the number of slots in each power? If so, you definately need more slots in your attacks, take some away from Integration and Health.
I don't have Crippling Axe Kick on my MA/Regen, I find that with 1xRecharge in my attacks I can chain Thunder Kick, Storm Kick, Crane Kick and Eagle's Claw.
It is very difficult to fit a 3rd power pool in most Regen builds before level 30+35 without either skipping some attacks, missing some defences or skipping Build Up till level 35.
If you definately want Tough asap I would suggest the following build (up to level 32):
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: MA/Regen
Level: 35
Archetype: Scrapper
Primary: Martial Arts
Secondary: Regeneration
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01) --> Storm Kick==> Acc(1) Acc(3) Dmg(3) Dmg(21) Dmg(25) Rechg(29)
01) --> Fast Healing==> Heal(1)
02) --> Thunder Kick==> Acc(2) Acc(5) Dmg(5) Dmg(21) Dmg(25) Rechg(29)
04) --> Quick Recovery==> EndMod(4) EndMod(7) EndMod(7)
06) --> Reconstruction==> Heal(6) Heal(9) Heal(9) Rechg(11) Rechg(11) Rechg(13)
08) --> Crane Kick==> Acc(8) Acc(13) Dmg(15) Dmg(23) Dmg(23) Rechg(31)
10) --> Dull Pain==> Rechg(10) Rechg(15) Heal(17) Heal(17) Heal(27) Rechg(27)
12) --> Hasten==> Rechg(12)
14) --> Super Speed==> Run(14)
16) --> Integration==> Heal(16) Heal(19) Heal(19)
18) --> Hurdle==> Jump(18)
20) --> Health==> Heal(20)
22) --> Stamina==> EndMod(22)
24) --> Boxing==> Acc(24)
26) --> Dragon's Tail==> Acc(26)
28) --> Instant Healing==> Rechg(28)
30) --> Tough==> DmgRes(30) DmgRes(31) DmgRes(31)
32) --> Eagle's Claw==> Acc(32)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Critical Hit==> Empty(1)
02) --> Rest==> Empty(2)
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I would then add slots to Eagle's Claw as a priority and get Build Up at 35.
I took Tough on my Claws/Regen but I didn't on my MA/Regen and I found that there wasn't much of a difference in survivability. However, I soloed most of the time on my MA/Regen so that may have something to do with it. My level 50 build is in the guide in my sig. -
Once you have Reconstruction fully slotted (3xHeal, 3xRecharge) you won't really need Tough and definately not Weave (Weave is a useless power on pretty much every character). The resistance provided by Resiliance is pretty small so it's not worth slotting.
I'd recommend you respec out Tough and Weave and concentrate on slotting up your Regen powers. If you post your planned respec build we can take a look and advise you on any changes etc. -
And it sounds amazing!
I like Thunderclap on my Fire/Storm, it's another AoE control which is nothing to complain about. -
Yes, but no matter how much people tell you about the game nothing is the same as actually playing it.
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You do learn stuff in dreck, its where i learnt most of my info.
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lol! -
Er, NoFuture says that it is autohit for foes.
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Unless you PvP there's no need to slot Hot Feet for accuracy as it's autohit. I recommend 3xEndRed, 3xDamage.
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[Hot Feet is a fantastic power but don't get it unless you got a friendly kin around...very hard to sustain because of the massive enduse...especially coupled with /storm so I wouldnt recommend it.
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I don't have any problems with it slotted 3xEndRed, but then I don't have Hurricane. -
This is my planned build to 50 (I'm 37 at the moment):
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Desert Storm
Level: 50
Archetype: Controller
Primary: Fire Control
Secondary: Storm Summoning
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01) --> Char==> Acc(1) Acc(3) Hold(3) Hold(5) Rechg(5) Rechg(7)
01) --> Gale==> Acc(1)
02) --> Fire Cages==> Acc(2) Acc(7) EndRdx(9) EndRdx(27)
04) --> O2 Boost==> Heal(4) Heal(27) Heal(29) EndRdx(29)
06) --> Air Superiority==> Acc(6)
08) --> Hot Feet==> Dmg(8) Dmg(9) Dmg(11) EndRdx(11) EndRdx(34) EndRdx(36)
10) --> Swift==> Run(10)
12) --> Flashfire==> Acc(12) Acc(13) DisDur(13) DisDur(15) Rechg(15) Rechg(17)
14) --> Fly==> Fly(14) Fly(17) Fly(19)
16) --> Freezing Rain==> Rechg(16) Rechg(19) Rechg(21)
18) --> Cinders==> Acc(18) Acc(21) Rechg(23) Rechg(23) Hold(37) Hold(37)
20) --> Health==> Heal(20)
22) --> Stamina==> EndMod(22) EndMod(25) EndMod(25)
24) --> Snow Storm==> EndRdx(24)
26) --> Bonfire==> Dmg(26) Dmg(37) Dmg(39) Rechg(39)
28) --> Thunder Clap==> Acc(28) Acc(31) Rechg(31) Rechg(31)
30) --> Steamy Mist==> EndRdx(30)
32) --> Fire Imps==> Acc(32) Acc(33) Dmg(33) Dmg(33) Dmg(34) Rechg(34)
35) --> Tornado==> Rechg(35) Rechg(36) Dmg(36) Dmg(42) Dmg(42)
38) --> Lightning Storm==> Dmg(38) Dmg(39) Dmg(40) Rechg(40) Rechg(40) Rechg(43)
41) --> Fire Blast==> Acc(41) Acc(42) Dmg(43) Dmg(43) Dmg(45) EndRdx(46)
44) --> Fire Ball==> Acc(44) Acc(45) Dmg(45) Dmg(46) Dmg(46) Rechg(48)
47) --> Consume==> Acc(47) Acc(48) Rechg(48) Rechg(50) Rechg(50)
49) --> Fire Shield==> EndRdx(49) DmgRes(50)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Containment==> Empty(1)
02) --> Rest==> Empty(2)
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If you want Acrobatics I'd probably replace Bonfire. -
Get Hot Feet, it makes soloing pre-imps so much easier.
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I've always thought it essential slotting MoG with 3xDefence but if NoFuture is right in saying it gives 71.25% that puts you way over the soft cap of 45% with plenty of room to spare for any defence debuffs.
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Grav/Kin is a good combo, see the guide in my sig for more details.
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No, because if you're fighting anything up to +5s and your SR powers are fully slotted slotting DA for def is pointless as it goes over the soft defence cap (assuming you have no def debuffs on you).
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DA has a base defence buff of 15%, going up to 23.4% when 3-slotted.