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Posts
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Oh I get that, its just the way the statement was presented as if they have NO effect followed by what was said after, that just about anyone and there mother can debuff defense. What you said hereQuote:further adds to what I'm saying. Res. characters are just getting hit pure and simple and more so when defence is debuffed or against +tohit, defense based sets have some protection from their weakness.
They go from getting hit 5% of the time to 7.25% of the time, which is again less than twice as much, and actually better than the pure resistance character
Also to note, when Resistance sets are doing the "insane" things, its due to Defense from sets and pools (Werner, your Kat/Dark is a perfect example).
I've currently decided to work on a claw/ela and attempting to include as much +rech and s/l defense as possible. -
Quote:Two things about this irk me. 1)defesne debuffs affect Res. sets as well. The more their lack of defense gets debuffed, the more they get hit, with more incoming attacks is more incoming damage. 2) While most "two-bit thugs" have a debuff secondary effect to there attack first the attack must hit, and second most only have a chance for -def, just because you get shot or stabbed doesn't mean you lose 7% defense.Let's have a recap:
You said that resistance sets do not have a stat that resists -Res debuffs. Yes, they do, it's called resistance.
You said that defense sets don't have holes in their mitigation the way resistance sets do. They don't in the sense of being weak to one type of damage, but -Def, enemy +ToHit and autohit attacks effectively give them one.
You said that defense debuffs are small in number. They aren't, because every two-bit thug has them as a secondary effect of their attacks and individual powers that debuff for large amounts also exist. -
Quote:I'd have to say that with Cold Mastery going for capped S/L defense actually seems to be a good idea. You get capped defense to a large portion of attacks, plus a self heal and hibernate for when other attacks do get thru and damage you enough to need them. At least in theory, and I'll find out in practice on my Rad/Ice/(eventually cold) blaster.I personally just find it pointless for Blasters to go for typed defenses, but thats just me. I think with Ice/Elec there are far better things to slot for that give better returns to the character.
As for LF, I have only taken LF once and it was such a colossal letdown that vowed never to take it again. -
Just started a FM/SD (24) and a MA/FA (8) and they are fun so far. I also have Claw/FA and Elm/SD @ 50 as well who are fantastically amazing. After playing the Claw/FA I think even this early on the MA/FA will be alot of fun even tho it'll be unusual.
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I've managed to screw up my Mids so that I can't import builds, is your problem that you are showing too much Def in mids or too little? If it's too much then do you have Phalanx fighting set so that is not taking a teamate in range and boosting def? if it is showing too little are the enhancements in the mids build the same level as the ones you have live (for example, if you have lvl 30 LoTGs slotted in mids but actually have lvl 50s you will throw your defense numbers off, not by much but a little). Anyway thats all i can venture to think of atm.
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Quote:This is kinda what I was looking for, thanks Gaidin. I've always liked the apeal of a /SR.If you're going for a more budget-friendly AV soloer then go /SR, if you have the cash to spend, then /Shield. /Shield also gets Shield Charge, which is great with FSC for AoE power. I, personally, wish I had made my Fire/SR a Fire/Shield. I'll likely re-roll after I finish my DM/Shield I just started.
I've got almost 600 mil on my Elm/SD and a coupla hundred mil floating around on a few toons, so I'm not sure how much of a budget I'm really looking to spend. -
Quote:I guess I should say that I'm looking for good DPS with good survivability, and will the lower damage from a non /SD disapoint or will the Def/Res and +rech from /SR be enough to compensate.Well I can't tell you if you would be disapointed or not. The way you say it, is damage wise...
Super reflexes, is by far more durable than shield. It is, however, very late blooming. It takes all but elude, however it is nice to not be touched. Super reflexes has surprised me, even compareing it to some of my tanks...
How would any one know what is a disapointment to you? I enjoy SR. I had a fm brute up to lvl 28. Fire melee is great damage, with the +recharge in quickness, and the unstopable force of SR, I think you will have a great combo. Maybe throw in tough weave, and conserve power and physical perfection, you'd be rocken it. It is very cheap to soft cap SR. You hit those lofty heights, watch you become nigh invincible. So I guess the dmg potential wouldn't really matter if you can kill with out being touched..
I've already put together a build for the lower levels that will give a decent amount of AoE defense in lieu of actual AoE Def from /SR. What is nice about the Fire/SR is I can put together a build with insane recharge without alot of infl. -
So I just started leveling (amongst other things) a Fire/SR Scrapper. I have an Elm/SD scrapper and SD/EM tank so I am fairly versed in /SD however I have never gotten really far with a /SR, but I want too.
I want to stick with the Fire/SR but if anyone has any experience can they tell me if I'll be disapointed after playing /SD? -
In all reality it "should" return the End, however, you still won't have recovery so you can burn thru the end pretty quickly (depening non your actions and any toggling/retoggling)
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But the OTHER melee sets that have an animation with the left hand DON'T require a "node"? If a "node" is simply a point on the character map where they anchor something (weapon), wouldn't they also need to anchor the center point for the animation for ANY power?
For example, Energy Melee...the "pink pom poms of death". Wouldn't it need a "node" centered on each fist, for the animation to show there? Sounds just a bit fishy to me.
Oh well, I ended up making the character as an Energy / Shield Brute. It goes just as well with his Magic origin, and I'm hoping with the Going Rogue expansion, I'll be able to have him walk the line between hero and villain...
The simplest way I can think to explain it is a "node" is something to attach an object to, as opposed to the Nrg Melee pompoms, which are power "effects" (for lack of a better word). (I believe this also explains the difference between Weapon Customization and Power Customization and why we were able to change weapons before changing powers) -
Quote:While I don't think Claws and Spines would be vastly OP'd, whether it is or isn't is not the reason that they are not available with Shields. Every weapon attaches itself to a node on the player, each arm only has one node, Shields uses the left arm, so any weapon set that uses the left node cannot have a shield.Also Claws and spines have great AE potential. Imagine quills+buildup+AAO+Shield charge+spine burst+throw spines= dead spawn, bosses and all.
I was thinking of making a electric melee/shield defense scrapper, for farming, but then I realized I kill the Minions and LT's too quick, and by the time I do lightning rod the damage bonus from AAO would be gone, and only, what, two bosses in a spawn is left after Shield charge.
I would like to think that a claws/sd or a spines/sd would to so over-powered, and offensivly unbalanced, it would be insane.
I already hear people complaining (fire/kins) that SD is too strong and should be nerfed. with build up+SC and you can whipe 3/4 of a spawn out that are +3's is a little over powered, however to get that damage you have to take the risk of the alpha strike, that can flatten you before you hit build up. So I think the damage potential is very strongly weighed against the sets lack luster res/def.
The way i see SD, is like a lil less squshie version of fire, except is defense. The lack of a heal is a true weakness. I think the weak points of the build (res/def lack of heal) really justify the damage capability.
anyways back to the OP, Claws and spines would be vastly over-powered IMO.
Back when BABs was first designing shields and there was a request thread for types, someone requested Fusionette and he said he could attach her to the arm as a shield. (He later retracted that statement due to some difference between character models and other objects or some such), but the point remains that there is only one place to put an object on the arm and on a shield user the shield is it.
And as far as the FoTM thing, I never thought I'd like a Shield Defense character. When it first came out I was just like "meh" whatever, but then I tried it and felt a whole lot different. It's a very well rounded set (much like WP). Plus after playing for 4 years its nice to have new things to play with. And as far as concept goes, my Elm/SD is a Energy producing Mutant who needs a suit to help control his powers, the suit creates an Energy Shield for protection and he is able to release Energy (ELM) as he punches. (I first leveled the idea as a SD/EM tank, but once Elm/ was released I made a new version. -
If you don't want to do all of what Fog said (which is very good advice btw, but may require more work then your willing to do at this particular time) just take the last slot you have left and put it on battle agility and either slot the LoTG trip for a 9% acc bonus or you can just slot a std Def IO and it'll take you over 45%.
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Just started Rad/Ice, seems like it has a lot of potential and synergy (maybe even moreso then fire/ice). Chilling Embrace and Ice Patch to aid in the safety of opening with Irradiate just sounds smexy.
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Quote:Maybe did what I did and thought that said "powerleveling" blaster not powerful leveling blaster?Where in the OP did you see a question about how to build a blaster for farming?
I saw a request for an idea for a blaster that would be fun all the way up thru the levels.
To the OP, Fire/Mental or Fire/Energy seemed to be my two most well rounded blasters to date. Ice/Elec was amazing but very ST oriented with some nice controls. I was a boss killer on that one so did have a nice team roll, but the Fire/Mental just seemed godly, melting spawns is just an amazing feel. -
I have one at lvl 36 who I am absolutely in love with. He is a complete contributor, when holds or traditional controls don't work the soft controls work well, and with the buff, /psi is great at dealing the damage.
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To be able to pick pool powers as your first power choice even in an "earned" respec, I'm going with a "no", however when respec'ing post lvl 20 (when all power pool choice are "unlocked") then maybe after making your 1st primary and secondary choices (your 3rd power pick can start your pools) would seem more apropriate. Just think of all the "pure healers" that already only take a single attack, without forcing them to take that initial attack they would be all but useless, now if you could skip the "weaker" blast for the stronger blast then that would definately be something, which brings me to my next point.
I'd also be all for letting you choose either your 1st or 2nd power from your secondary upon character creation.
Being able to take Energy Punch on a tank instead of Barrage, or your damage aura on a scrapper would be excellent and much appreciated QoL change, however foregoing all lvl 1-2 powers when respecing just seems to have and written all over it. IMO. -
In order of Most to Least Fav. (least meaning it was just less fun, not bad by any means)
Fire/MM (Massive AoE, Ranged and PBAoE)
Ice/Elec (Awesome Control and ST)
Arch/MM (Massive Ranged AoE)
Nrg/Elec (Just Fun)
Fire/EM (Great ST with a Side of AoE) -
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Quote:So would that equate to slotting 45% acc per attack? I always screw up the math between Acc and to-hit.
you should always slot Acc until you have 95% chance to hit -
Quote:Short answer, Claws is amazing and it's practically the only Scrapper Primary I was able to play until Elm.Should I even attempt to make a claws? I've heard that they are only for looks... But I really want to try one out..BUT I don't want it to be a complete fail..
My Recommendations for build (in no particular order and not factoring IOs), /Fiery Aura (Good res. Good heal, Damage Aura), /Dark Armor (Good Res, Better Heal, Damage Aura), Electric Armor (Better Res., click Heal/+res/-Enduse, Damage Aura, +end Power). I might be forgetting some things that make me like these secondaries for Claws but I'm kinda tired. Regardless the sets with Damage Auras really seem to synergize well with Claws with Spin and Eviscerate (if you can tolerate the animation), plus an eastily double stacked Follow-Up.
The best thing to me about the Resistance sets is you can slot for some +def and really round out the survivability of the character. With Focus and Shockwave later on you add a Single Target Knockdown (Focus) to keep bosses on there butt, and Shockwave to Knockback a complete spawn to help mitigate the alpha.
My Claw/Fire was my most recent Claw to 50, I first leveled a Claw/WP which was solid but not quite fun, the Claw/Dark stalled at 35 due to some real life things when I was playing him and I never picked him back up, and I've just started the Claw/Ela. -
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Quote:What power are you trying to slot it in? I know that Charged Brawl and Havoc Punch accept sleep enhancements because I have the Call of the Sandman Self Heal in CB and had it in HP earlier. Jacobs Ladder says it can accept them, however I do not have this power in my build so I don't know if its bugged and won't accept them. If it is not accepting a certain set then I'd say that the power itself is bugged.Why does it say that it takes "sleep enhancements", but really don't. I bought a set of sleep purples but it wont go into any of the powers. However, under the powers it has End Mods, PBAoE, Sleep etc.
I think if it won't allow certain sets, it shouldn't have it listed that it will. -
So I just started leveling a Kat/DA and am wondering how this Final Build Looks.
I would like to have something I could attempt to do some of the crazier things scraps are capable of, not sure how or what this would hold up, but any input and advice is very welcome.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Fantom-X: Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Dark Armor
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
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Level 1: Gambler's Cut
(A) Kinetic Combat - Accuracy/Damage: Level 35
(3) Kinetic Combat - Damage/Endurance: Level 35
(7) Kinetic Combat - Damage/Recharge: Level 35
(7) Kinetic Combat - Damage/Endurance/Recharge: Level 35
(9) Crushing Impact - Accuracy/Damage/Recharge: Level 50
(40) Achilles' Heel - Chance for Res Debuff: Level 20
Level 1: Dark Embrace
(A) Reactive Armor - Resistance/Endurance: Level 40
(5) Reactive Armor - Resistance/Recharge: Level 40
(9) Reactive Armor - Resistance/Endurance/Recharge: Level 40
(11) Reactive Armor - Resistance: Level 40
Level 2: Flashing Steel
(A) Obliteration - Damage: Level 50
(3) Obliteration - Accuracy/Recharge: Level 50
(11) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
(13) Obliteration - Chance for Smashing Damage: Level 50
(13) Obliteration - Damage/Recharge: Level 50
(15) Obliteration - Accuracy/Damage/Recharge: Level 30
Level 4: Murky Cloud
(A) Reactive Armor - Resistance/Endurance: Level 40
(5) Reactive Armor - Resistance/Recharge: Level 40
(15) Reactive Armor - Resistance/Endurance/Recharge: Level 40
(17) Reactive Armor - Resistance: Level 40
Level 6: Combat Jumping
(A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
Level 8: Divine Avalanche
(A) Crushing Impact - Damage/Endurance/Recharge: Level 50
(17) Crushing Impact - Accuracy/Damage/Endurance: Level 50
(19) Crushing Impact - Accuracy/Damage/Recharge: Level 50
(19) Crushing Impact - Damage/Recharge: Level 50
(21) Crushing Impact - Damage/Endurance: Level 50
(21) Luck of the Gambler - Recharge Speed: Level 50
Level 10: Obsidian Shield
(A) Reactive Armor - Resistance/Endurance: Level 40
(23) Reactive Armor - Resistance/Recharge: Level 40
(23) Reactive Armor - Resistance/Endurance/Recharge: Level 40
(25) Reactive Armor - Resistance: Level 40
Level 12: Swift
(A) Run Speed IO: Level 50
Level 14: Health
(A) Regenerative Tissue - +Regeneration: Level 30
Level 16: Dark Regeneration
(A) Theft of Essence - Accuracy/Endurance/Recharge: Level 30
(25) Theft of Essence - Chance for +Endurance: Level 30
(27) Theft of Essence - Accuracy/Endurance/Healing: Level 30
(27) Theft of Essence - Healing/Recharge: Level 30
(29) Theft of Essence - Accuracy/Healing: Level 30
(29) Theft of Essence - Healing: Level 30
Level 18: The Lotus Drops
(A) Obliteration - Damage: Level 50
(31) Obliteration - Accuracy/Recharge: Level 50
(31) Obliteration - Damage/Recharge: Level 50
(31) Obliteration - Accuracy/Damage/Recharge: Level 50
(33) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
(33) Obliteration - Chance for Smashing Damage: Level 50
Level 20: Stamina
(A) Performance Shifter - Chance for +End: Level 50
(33) Performance Shifter - EndMod/Accuracy: Level 50
(34) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
(34) Performance Shifter - EndMod/Recharge: Level 50
(34) Performance Shifter - EndMod: Level 50
Level 22: Death Shroud
(A) Multi Strike - Accuracy/Damage/Endurance: Level 50
(36) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
(36) Scirocco's Dervish - Damage/Endurance: Level 50
Level 24: Boxing
(A) Kinetic Combat - Accuracy/Damage: Level 35
(37) Kinetic Combat - Damage/Endurance: Level 35
(37) Kinetic Combat - Damage/Recharge: Level 35
(37) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 26: Soaring Dragon
(A) Crushing Impact - Damage/Endurance/Recharge: Level 50
(39) Crushing Impact - Accuracy/Damage/Endurance: Level 50
(39) Crushing Impact - Accuracy/Damage/Recharge: Level 50
(39) Crushing Impact - Damage/Recharge: Level 50
(40) Crushing Impact - Damage/Endurance: Level 50
(40) Achilles' Heel - Chance for Res Debuff: Level 20
Level 28: Cloak of Darkness
(A) Luck of the Gambler - Defense/Endurance: Level 50
(42) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
(42) Luck of the Gambler - Defense: Level 50
Level 30: Build Up
(A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
(42) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
(43) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
(43) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
(43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
(45) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
Level 32: Golden Dragonfly
(A) Obliteration - Damage: Level 50
(36) Obliteration - Accuracy/Recharge: Level 50
(45) Obliteration - Accuracy/Damage/Recharge: Level 50
(45) Obliteration - Damage/Recharge: Level 50
(46) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
(46) Obliteration - Chance for Smashing Damage: Level 50
Level 35: Tough
(A) Steadfast Protection - Resistance/+Def 3%: Level 30
Level 38: Weave
(A) Luck of the Gambler - Defense/Endurance: Level 50
(46) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
(48) Luck of the Gambler - Defense: Level 50
Level 41: Conserve Power
(A) Recharge Reduction IO: Level 50
Level 44: Physical Perfection
(A) Performance Shifter - Chance for +End: Level 50
(48) Performance Shifter - EndMod: Level 50
Level 47: Energy Torrent
(A) Positron's Blast - Accuracy/Damage: Level 50
(48) Positron's Blast - Damage/Endurance: Level 50
(50) Positron's Blast - Damage/Recharge: Level 50
(50) Positron's Blast - Damage/Range: Level 50
(50) Positron's Blast - Accuracy/Damage/Endurance: Level 50
Level 49: Soul Transfer
(A) Healing IO: Level 50
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Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Critical Hit
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