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I'd say go with stamina... health is more optional, but why not.
Saying this because DB is rather end intensive, and because healing flames requires endurance as well, and consume needs a bit to fire initially. Also, if you intend to run the aura that's going to cost you as well.
It seems like the consume tool is mostly in place to offset the already high end consumption of fire, and of course provide a little more damage. so it's not such a huge boost that you won't notice it... though if you take physical perfection eventually it's likely you may be able to respec out (especially since you will likely have all the recharge/end reduction set up by then) -
Quote:ThisThe problem with Ninja Run is that you can't slot it with BoTZ
, I wanted so bad to replace super jump with elude to use my new 70 mph 'natural' run, but I'd lose that easy easy constant range/aoe cap.
I 'might' be willing to work around it just to do this, but it wasn't the costless switch over I immediately imagined. -
Ah great, I can finally replace superjump with elude (which I wanted for PvP anyway) I figure Sprint+Swift+Quickness+Ninja Run+Elude+Combat jump is going to be the most awesome 'natural' travel power I could possibly ask for.
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Ah well then by all means
I suppose after a certain point of IO'ing on a scrapper (unless specifically farm built) the game outside of EB/AV's and Pylons gets sort of dull. So I understand where you're comin from.
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Irradiate (great alpha power, good defense buff to help the whole team hit)
Cosmic Burst (excellent damage/disorient)
Bone smasher (Great quick melee damage, possible disorient stack)
Total Focus (super powerful melee attack, definite disorient to stack)
You could take stun for the one two (CB+Stun) combo to take down bosses.
You might want to take power boost (again, stun duration, and overkill defense debuff)
Other than that, just pick and choose whatever fits your playstyle, if you'd rather stay farther away, pick up boost range and neutron (it will also extend cone area which is nice) , however rad/ and /nrg definitely play better at close/med range. Also stun stacking is the only real synergy of the two sets so you may as well get use out of it. -
That sounds fun, come to think of it when I fought him about two weeks ago he had no trouble paying attention to me,
but all he did was Laser beam eyes, laser beam eyes, laser beam eyes, jump in the lava like a good tyrant, laser beam eyes, laser beam eyes. -
I know you asked from a dps standpoint, but just to keep you from being mislead...
I'd like to add (since I was just using the two BU proc recently then respecced out of it) that outside of 'perfect DPS' that is, outside of times where you'll be fighting AV's or Pylons. BU procs going to underperform nearly everytime you get lucky enough for it to fire.
The reason being that the buff starts right as the damage lands (not necessarily the animation), and only then lasts for 5 seconds. Meaning that you lose a significant portion of buff time to animation time. Also, if you have to switch targets/find a new target, you'll likely only have time to use one buffed attack. Where as with the proc you get 100% performance always. (Whereas 'Boost Up' proc only pulls ahead when attack chain finishes without interruption post proc)
I would suggest using ToD: Chance for Neg energy in follow up (not expensive) and the knockback set chance for smashing damage in focus.
That allows you to vary up your damage type a bit, which is nice since lethal is so heavily resisted throughout the game.
When you can afford the purple procs get them, they are great things.
It's up to you, but the relatively small DPS difference may not be enough of a trade off for an actually perceptable loss in regular content. <unless this is a dual build specifically designed for this role.> -
It's an end hog indeed (BS that is) especially since you're likely attacking with the 20% recharge boost. First off, only put evasion on when you need it (and by when you NEED it I mean only when you're fighting nemesis) until later...
Shields actually has it easier since its t9 doesn't hard crash, you can use it sort of like conserve power.
However for you, I'd suggest taking it 3 more levels and getting conserve power, since you're already 38. Alternate that with elude as problems arise until you get physical perfection. Things ought to be looking up by now.
Next IO's, IO sets of any kind will add end reduction to all of your attacks at no expense to damage/acc/recharge. That will as noticeable as stamina or more so.
Lastly, get the perf shifter proc onto stamina and PP, that will allow you to run pretty much endlessly (even with weave) if you're going between spawns, AV's of course are a different matter, but if you're on even a decent team, elude or CP will keep you running.
Just a little further and You'll be well off. -
This is a bit of an odd phenomena since I don't know the actual mechanics behind the AI. However, playing for 5 years this is what I've gathered so it ought to be pretty close to reality.
From most likely to least likely to run.
1.)Low Health
2.)Failed to queue an attack due to -recharge, or failed to attack due to lack of end (out of brawl range).
3.)Debuffs, especially -tohit. (oddly defense debuffs just seem to make them angrier.)
5.)Enemy outnumbered (I'd say 1 player = 3 minions = 2 lt's = 1 boss any above = and they stay for the fight)
4.)DoT Damage sustained over 3 seconds
5.)Took heavy damage too quickly (enemies tend to run from my BS scrapper, when half their health goes away in one hit it's as if they think you're higher level than them, even if they're significantly higher)
It's likely the heavy DoT working in combination with two debuffs (slow/-end) are beyond what minions deem tolerable conditions.
My advice? Get to throw spines so you can kill them faster. -
Thanks, neeto. That explains a lot. If I plan on PvPing it looks like I'm going to have to build specifically for it to take advantage of powers I don't have like elude and aidself. It looks like the reason I won the first two rounds was because he didn't understand that I could quickly kill him through all his powers so he wasn't running. After he did that it wasn't hard for him to wittle me down while he went through the fight cage hole and gained all back everytime he got low. (since I was constantly surpressing my own regen uselessly throwing focus/shockwave at him).
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Personally I'd want the shield as well. The only thing I care about that storms have to offer on my /SR is Freezing Rain, and cold gets sleet which does the same thing. It also gets more -res, +end, and an HP boost... really the extra KB Survivability, control/stealth/-tohit provided by storm are lost on the scrapper. And it's a sweet sweet single target debuffer (AV Killer)
If all you want to do is support your scrapper, I'd pick it every time.
HOWEVER, from your perspective, this means the stormy can do whatever the heck it wants and not worry about it's KB/support, meaning you can dish out your chaos and damage at will. (Due to SR not having enemy based Defense) Usually storms are considerably held back from really unleashing the madness trying to be team friendly. As an SR, I get annoyed and ask "Why haven't we gotten any tornado up in here?!" because I've got the run speed, Chasing means nothing in comparison to the hilarity that ensues when shockwave and tornado are indoors
IMO: I could care less if I'm not fighting AV's or GM's, just lay down that GD Sleet/Rain (laughs) and it'll all be gravy. -
Two questions, hopefully answered easily, keep in mind I'm not familiar with pvp rules after the changes went through that made it crazy. (questions below line if you want to skip)
I decided to PvP duel with my heavily IO'd (For PvE) Claws/SR. I run at capped D and 20hp/sec regen.
I enter the arena, all is normal, defense slightly reduced, regen is 19.39 instead of 20 but that's fine.
(Vs. DB/Regen)
Round 1, I win hands down, no contest I simply had more damage than he could deal with and he hardly ever hit me.
Round 2: I win, but he runs around a lot, closer but still win due to all the ranged attacks/procs I have and the fact that he's missing plenty
Round 3: I lose. He's missing a little less, when it comes down to it we eventually stand our ground and battle it out, very very very close
then
Round 4: I lose. Same as usual then BAM, something changes and he hits me with all but 1 attack, no insps or FA used, no blinding feint already landed.
Round 5: I lose. I drop like a sack of Potatoes Didn't dodge a single attack from the time I toggled up.
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So, being PvE I rely on heavy regen instead of aidself.
Here I notice
1.) Regen was fluctuating between 13-20hp/sec seemingly at random instead of staying 20hp
2.)Defense had been slowly decreasing over the 5 matches, it was 29-30 at the end, not enough to keep off BF (this have to do with DR?)
I don't know why either of those things happened. -
This has been a problem for about 6-7 months, so I'm going to assume nobodies mentioned it, or that I'm the only one with the problem.
When mousing over enhancements, when the pointer changes to a hand, it jumps about half an inch upward and to the left making it very difficult to add multiple enhancements without misclicking. (since you're hovering in blank space to grab your enhancements adding the mental offset to work)
This makes respecs especially tiring since you have 3 rows of enhances very close together.
Please, if you have this problem, sign this thread, or add video/image of the problem and get it out in the next quick fix.
Such a maddening tiny inconvenience, it's so close to bearable that it's even more annoying. -
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Forgot about redraw, and ah, that answers the inner question there. No benefit of debuffing tohit if you're softcapped then. ah well.
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In response to the OP which would account for what you see.
Hot feet is a huge radius
Death shroud is a smaller radius
Quills is a medium radius, however it's lacking the armageddon proc, which has a higher % chance to proc. -
I was just looking at that empty slot in boxing, why not slot the Amazement: chance for tohit debuff in there? You have the global accuracy and rech to use it for it's proc. And Mid's has it listed as unresistable... I'm not sure what the implications of that are as it interacts with your own softcap an such, but it seems like 'non-resistible' is a huge deal when concerning AV's and such.
I mean, really, speculation, but why not.
You wouldn't even need to throw it out there often, 33% chance to fire. (likely gonna hurt the dps too much, but it's a neat trick, if irresistible means irresistible for real.) -
I tried for AR/EM with possible farm use in mind for the future... but - with lower damage/tohit (no build up) inability to hit ALL the targets(10 cap), and DoT damage/rooted whilst firing allowing enemies to return fire, even if they will eventually die... those were problems.
Archery's ahead as far as farmings concerned, no question about it.
AR's often more useful on a quick teams though since it has no delay (RoA often lands it's rain after most of the spawn is dead) -
Hahah, sailboat I admit, I didn't actually 'remember' them fearing me, I just went on to wikipedia and scanned all the enemies that I thought it was possible had fear (I'd assumed death moon, but even fearsome stares a hold so...)
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For heroes? The only enemy that I know has fear is Herald of the Tsoo. (edit)oh yea, the one hell rider too(/edit) It's got to be 1% at most.
Honestly it's so rare that you'll likely only notice it in some custom AE, rare enough that you can just combine your insps for a break free if the need arises. If you really don't like fear though, you can take tactics, you'll have the endurance to run it and it provides some fear protection. -
Aren't tanks supposed to take hits? they deflect and absorb sure, but I mean
Haha! (dodges bullet, which hits citizen) I'd Like to see you try that again (Taunt) (evades lightning bolt which fries defender). -
I..but...<stutters> Umbral, thanks.
Ima, I'm aware of some problems, but at the moment I AM running at a net loss pre-PP as Umbral had assumed I would be(only level 40 right now) I was relying on PP taking care of that, hoping to use the *enhanceable enhancements (recovery+)* thing I've been hearing about, along with full defense toggles IO'd up to reduce end, since I can't fit in two procs an attack with end reduction.
You were right though, I can actually sacrifice a 2.5def bonus from one of my red fortunes. That would allow me to redistribute the slots into my passives as LoTG holders, that would drastically boost my recharge. (and for some reason I always roll those up, gold level 40 rolls)
Basically, Umbral already covered everything that went on in my mind though when I saw the build so I actually don't have a lot to input.
And first responseQuote:yea... about that. I don't really have one, It's pretty much whatevers up + FU always and shockwave as mitigation dictates.Depending on his attack string
Pre-50 so I'm just going with the flow at this point and still running at a loss. Fast attacks make those nice looking end numbers pretty costly.
And lastly
Quote:Of course your right. But I am not sold on proc's and how effective they are.
However, yea, no, there's nothing I see wrong with your build as a claws/SR build, (except taking aidself instead of PP, opinion) It's just not what I was aiming for. -
I've seen that phrase used plenty.
Suddenly I just had a vision of how horrifying it would be if while you were distracted some trickster came and set and armed a mine on top of your foot.
I mean, it's bizarre and evil to the extreme... Can you say worst monday ever?