Moonlighter

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  1. Quote:
    Originally Posted by Celestyna_EU View Post
    Okay, so I have a 50 scrapper that is claws/regen, I like it and all, but sometimes I have to wonder if the 'grass is greener' so to speak. This leads me to this very post, I love martial arts and dual blades, or rather the idea behind them, so I was wondering if MA is a good build to go with?
    Im not entirely sure what to put with it as a secondary, my default choice is something like /WP or maybe /Regen, though I am told it synergies rather well with /SR as well? I'm curious though, what would the scrapper community as a whole advise to couple with MA? Or if its even worth going for in the first place infact..
    First it's hard to wrong with a scrapper. MA was recently boosted and it's pretty cool now. Not as good as Claws, but pretty good.

    With SR it's pretty easy to get soft capped, but Shields with the large damage boost and Shield Charge to add to MA AoE is probably the best pairing right now. But with scrappers there is something to be said for pretty much all the secondaries.
  2. Quote:
    Originally Posted by Pinny View Post
    So yeah, is the game "too easy, even on +4/x8"? It's because the game isn't balanced for IOs. Without IOs my scrappers wouldn't be able to solo +0/x8, let alone +4/x8.

    And I highly doubt the game is ever going to be balanced around everyone having purple IO sets, so if it's too easy, it's kinda your own fault :P
    Does anyone really believe the game is too easy on +4/8? Sure, I can grind Freaks and Council at that level, but anytime I am in the mindset that the game is too easy I just run my tricked out scrappers against Romans, Arachnos, or Vanguard with the settings cranked up (not even all the way) for a reminder that hard content is out there and easy to find.
  3. Quote:
    Originally Posted by Werner View Post
    Not that you're responding to me, but you might as well be. And yeah, you're completely right. I complain that this will make things too easy, but obviously my lowbies won't be able to handle +4x8 with the mere addition of a little extra speed, jumping power, regeneration and recovery. All it will do for them is smooth out the ride to 20 a bit. And honestly, I'm OK with that. It seems strange to me that the ride to 20 is the HARD part of the game. I'll just crank up the difficulty sooner than I otherwise would.
    I find just the opposite, that the lack of tool to decrease downtime between battles make me run everything on easier settings.

    I don't find running out of Endurance or not having Rest available to be challenging, just boring and frustrating. The lack of Endurance pre 20 and the rest Recharge just prevents me from doing more challenging stuff. I don't ride the edge of difficulty not because it's too hard, but because there is too much downtime.

    Having Stamina at level 2 and better health recovery between battles will mean I'll definitely faceplant more often because I will not be discouraged from increasing the pace and difficulty by the downtime of waiting between battles because that sucks.
  4. One other thought; if the Devs are really on the ball they will use this opportunity to add in a couple extra brand new power pools.
  5. Love it.

    First, this is great for low level play. I level a lot of alts, even to the point of deleting and re-rolling, and it's a shame before now that powering through cool Praetorian content to get to 20 for Stamina really hurt my enjoyment.

    Second, while getting three new power slots with no added slots isn't *that* big of a deal freeing up a power pool choice is huge.
  6. First, don't drop the Fighting pool. The overall boost to survivability it represents for a well build WP is tremendous.

    Second, Hurdle is great for vertical movement but I believe with the update to Sprint speed that Ninja Run + Sprint + Swift is actually faster than Ninja Run + Hurdle. I am on a Ninja Run + Hurdle character right now and with no Swift the movement values for running (with Sprint) and jumping are approximately the same. With Swift it seems like I would run faster.

    Of course you might still want Hurdle for the vertical movement and bouncing.
  7. Quote:
    Originally Posted by Werner View Post
    Almost completely off topic... If I jump through all the hoops to get it, and then jump through all the hoops to get back to hero side, do I lose it? I've not paid attention because I don't like red side, and figured I'd be bringing toons the opposite direction.

    Because yeah, perma Hasten, Divine Avalanche and Shadow Meld sound like they could be a tasty combination on Regen.
    It is my understanding that once you earn the villain pools you get to keep them even if you respec. That still means going villain side, doing the arc, and going heroside again. I mean it would be pretty unbalanced to hand villains all the hero side APPs and not let heroes keep the villain ones.

    The big downside of Shadowmeld is if you are over reliant on it you lose a lot of DPS to animation. On the other hand, I can run a Regen with almost perma Hasten that still has ~40 defense to S/L and a smattering of defense in F/C and E/N to bring Shadowmeld to cap there as well so...
  8. The more I look at builds in Mid's, the more I think Regen + Shadowmeld will be one of the best defensive sets for scrappers.
  9. Before the last issue, Willpower with it's ability to cap was much better barring Divine Avalanche or Parry. After the latest issue Regen with Shadowmeld will be slightly better until they change Shadowmeld. While most of the other top performers already cap or near to it and can't leverage a large defense boost on some of the time, Shadowmeld plays wonderfully into Regen. Soooooo good.

    Shadowmeld, on the other hand, does nothing for my capped SR, Shield, WP, Dark Armor, or Invuln scrappers.

    Regen is now one of the best secondaries if you are willing to temporarily go villain side to pick up Shadowmeld.

    Edit: Changed language. I used overpowered but I meant slightly better than Regen, not in need of nerf.
  10. Regen could use some love. Not only is it dependent on clickable defenses and recoveries that simply run out at the extremes, but all those clickables require animation time and cause redraw so you are killing your DPS to get inferior protection.

    That said, Regen does have defenses that work despite -Regen. Moment of Glory can give you 15 seconds of reprive. Reconstruction isn't affected by -Regen either.

    Also, Regen probably benefits most from the new Shadow Meld. In a high recharge build with even moderate amounts of defense it looks like Shadow Meld will fill that hole Regen had very nicely. It's too bad you have to go through so many hoops to go to the villain side to get it.
  11. The easiest way to soft cap SR that I have found is in addition to well slotted SR powers is:
    ~ Tough with the Steadfast +3% Def
    ~ Weave
    ~ Combat Jumping
    ~ A full set of Gaussian's in your Build Up, Tactics, or Focused Accuracy.

    That said, if you are willing to use sets you can soft cap SR with Maneuvers instead of Weave-Steadfast and save two powers (Boxing, Tough).
  12. Quote:
    Originally Posted by Marsha_Mallow View Post
    Yeah, I was just thinking about that. Aren't Stalkers the equivalent to Scrappers for Villains? Or has everyone thrown Stalkers out the window?
    Stalkers are blappers that trade status protection for AoE, good sustained damage, and the ability to do decent ranged damage as well.
  13. Quote:
    Originally Posted by Silverado View Post
    It's been adressed, Brutes did get castle'd so that they don't make Scrappers obsolete
    While using "castle" as an alternate to "nerf" might be what the cool kids are doing, he buffs a lot more than he nerfs.
  14. Quote:
    Originally Posted by Whisky_Jack View Post
    There's no reason not to up the difficulty to +2/X4 in the early teens and by the early 20's you could go ahead and start working towards +2/x8 once everything is fully slotted with SO's. Start layering you in some defense as you level and you can reach softcaped to S/L in the late game making you even that much more durable.
    Wait, you are suggesting +2/x4 in the early teens? You won't be able to hit anything in that range, and you won't have the endurance for it. I tend to go with this.

    1-20: Default difficulty. (I hate missing and I don't have Stamina slotted.)
    21-30: 0/x2
    30-40: +1/x4
    40-49: +2/x4
    50: +2/x8

    If the secondary is strong or the scrapper has good synergy I will slide this maybe 5 levels early.
  15. Moonlighter

    Shadow meld ?

    The thing I like about Shadowmeld is it fills that last hole on Regen; I can actually make a Regen character without as much defense stacking.

    It's not that I have a problem per se with Defense stacking, it's just that I'm sick of building every scrapper in one of two ways. (Typed or positional)
  16. Quote:
    Originally Posted by Werner View Post
    So you don't think you can even make a reasonable guess as to which of these alternatives is most likely representative of normal inspiration use?
    1. No inspiration use
    2. Some use of dropped inspirations as appropriate to the situation
    3. Farming kora fruit and mailing inspirations to your no to low defense toons to stack purples as required to soft cap
    Or as seems more likely to me, you DO have a guess, but your point is that since we don't know for certain which is normal, that... well, to ignore inspirations is to assume #1, which we don't know for certain, so that's out. So how are we treating inspiration use? Or are you saying that there's simply no point to debate, because only the devs have the information necessary to make any reasonable comparison? In which case, this is just an agree to disagree situation. Have a nice day and all that.
    Well screw other people, *I* can do some crazy things with a build that is one small purple from softcap. In my own playstyle I can keep a steady flow of purples coming if one caps me, but I really can't depend on them for a build that has no defense.
  17. As for SR, I'd really like to be able to slot resistance sets someplace for obvious reasons; either in Quickness to boost slow resistance or in the passives to boost the scaling resists.

    As for actually changing power order, I don't think you'll see it or if you do it will be very rare. I suspect the devs have a good solution about what to do with slotted IOs if they change the order of powers. They would have to unslot those somehow, and then deal with characters who log off with a full enhancement tray before the patch. My guess is that the IO removal also has to be hand programmed.

    Although perhaps in the case of Lucky and Evasion they could just give a free respec and leave things slotted as is since both are defense powers, but combining powers or adding new powers is probably a giant pain.
  18. I think this is the only board I have ever been on where people playing a particular set step forward and say that something isn't right and their own set is too powerful.

    If /Shields is going to be adjusted again right after the Shield Charge nerf then I would rather see a simple change to the maximum targets that will affect AAOs to the top end isn't quite as abusive rather than some of the other nerfs.
  19. A few things. With CAK being such a heavy hitting attack, it actually boosts Eagle's Claw since you now have an obvious follow up; either CAK or for AoE Dragon's Tail.

    As for attack chains, the Eagle's Claw attack chains are only slightly behind the top chains. At least using the attack won't be gimp and adds some AoE love. Since my post on decent MA attack chains was quoted earlier in the thread I won't repeat it here, but there are decent attack chains with EC in them.

    As for MA/DA, an EC -> CAK -> CS -> SK chain should be able to keep a boss stunned like 90% of the time and gain even more mitigation from the fact that the aforementioned attack chain will kill the boss much much faster than any current attack chain. With it's much longer recharge and the badness of EC the MA/DA stun chain previously was just bad and had a much longer time to kill over a new and improved chain.
  20. Quote:
    Originally Posted by Eva Destruction View Post
    That would kind of defeat the purpose of having a set based conceptually around not being hit.

    Unless you mean 40% from set bonuses. That....wouldn't really do anything.
    No I mean cap *all* defense at 40% for all the sets, rather than deconstruct the entire IO system.

    But with all the -Def at the high end I really think it's fine the way it is. Soft capped without DDR can cascade at any time, and even /SR can suddenly be in trouble if bosses get a lucky streak.
  21. Quote:
    Originally Posted by Santorican View Post
    Originally it was OKAY, when they decided to hybrid the defense I knew someone was smoking crack in Paragon Studies lol. If they were to change that back to the original design, it'd be a miniature GDN...
    It would probably be easier to just cap non-tankers at 40% extra and compensate /SR for the destruction of the set.
  22. The sets that require typed defense give up a lot for that because the sets that give typed defense pretty much suck otherwise. Other than a few +HP bonuses, none of the sets that are used to cap typed defense offer any other benefits. The typed defense sets aren't even available at the higher levels, so the overall bonuses are lower and make it harder to slip in procs and the like.

    Soft capping other sets requires a lot of powers. It basically requires Maneuvers, which pretty much negates the option for Hasten. Unlike SR these other sets can't devote sets to secondary effects.

    With the *gratuitous* amount of -Def in the end game, the set's DDR is really good. SR really doesn't fall that far behind. Even Family and Council have -Def with the machine guns. Heck I cascaded -Def grinding Council a couple of times on /Dark. I had to SJ away while clicking pills. Against Council?

    Don't get me wrong, I'd love to be able to slot up Slow resistance into Quickness, or maybe get the Recharge up a bit, but SR is not that far behind the other sets.
  23. If you really want to be obnoxious in PvP, go for an EC - CS involved chain for maximum stun and concentrate on Recharge with a smattering of defense for your build. Go down the Stealth tree to grab Stealth, Invis, and Phase Shift in case your multiple Regen hot buttons aren't enough. Stick with SJ for movement.
  24. Moonlighter

    So... Stalkers.

    Whatever happens, I prefer Stalkers to play more like Blappers with some defense and mez resistance rather than increase survivability to make a Scrapper clone.
  25. Quote:
    Originally Posted by NICKisdaBeast View Post
    Never slot a resistance based toon with defense! It's silly! It'll do fine without it, believe me. Most of my scrappers(if not all) all /elec now. None of them slotted for defense, all of them awesomesauce. Put enough hitpoints/regen into it, defense is inert. And PLUS if you need to slot for defense when you're playing with an ice/dark defender, slap him for me.
    GL Kbai
    ...

    You might want to read up on some survivability threads and check out the builds on some of the heavily optimized scrappers. If you want the survivability to do crazy high end solo'd content then defense capping is the way to go.