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Posts
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Joined
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Quote:I wouldn't say that.But we all know that 8 scrappers can do anything... cept that no death masters business.
Oh I like the idea and it is worth trying imo, it can be a little bit more flexible as in you can have 1 on Rom and 1 on the healer while 6 take out the other 2 before joining on the healer and then to Rom, plus more possibilities. I would like to do it so I think it maybe on the list for me. -
Yeah and mine is as tiny as I could make her. I think I will be swapping to spikes making her more realistic.
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I can see some people in building an all scrapper ITF team saying "Right we need 2 SRs, 2 Regens, 2 Willpowers and 2 pity spots".
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Quote:There will be moments on an all FF I think to get exactly right. I'd sooner mix the powersets of an all 1AT team up but still not be picky about primary and secondary powersets. I think being better off with a mix than without means that the Devs have got something right. I think that being better off with a mix of ATs means they've done their job even better still. There is the part between working out how things can be done and getting it done which is why in terms of having other ATs the words come to me "Better off with than without".It would be very, very hard to do MoSTF with eight force field/energy defenders.
There definitely is very little need for being powerset selective with the right players who can be flexible. Not just by them being without the "No one tells me how to play" attitude, but by having powers from the power pools that can help one adapt ones role to the role of another AT even by a little. -
BackAlleyBrawler = 61
pohsyb = 56
TheOcho = 36
War Witch = 97
WW =1
poh -1 -
Quote:That wasn't the european server bunch though.However, seeing as how an all scrapper STF run on Test, made up of scrapper forum regulars, who would generally be regarded as among the most experienced and most knowledgeable scrapper players out there resulted in 121 deaths, when a Master run requires ZERO, I am going to remain skeptical that it is even possible.
I tanked every single AV on the STF without defeat with my scrapper. I do tanks mainly tho so I got an edge.
The other scrappers were brilliant and we must of had a deathcount of less than 10 easily, I was going to say 5 but its probably between 5 and 10 and they could of been omited as it was our first run.
We must be sizzling hot! -
Quote:Some people play in theme teams, or with mates doing a 0-50 run. In those teams stamina may not be all that needed due to outside buffs, not to mention some people running on hastened consume, energy absorption and/or dark consumption.*I* on the other hand, doubt it would be worth it, because you'd have to wait until 44 to grab it, and the two powers you take to get Stamina aren't bad either. Maybe for Willpower, but doubtful otherwise.
Edit: and to add I've done it. -
The min part of Min/Maxxing is the part where you have just enough of a good thing, so if it can round off your characters and I am in no doubt it might with Willpower especially then its all good.
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Quote:I so need Detonate for that runner..."I gave you an order!"..*waits*...Boom!Yeah.
For this reason alone (there is always that rogue bot who wants to run into melee or chase a fleeing enemy into the next mob), I often use the 'come to me' command. But not for long... after the rouge bot(s) get this command, it breaks the chase, and immediately afterwards I'll have it (or them) 'attack my target'.
I agree. It'd be nice to have a 'all stay put and attack range from here' command. As it is, the MM has to stay on top of where the bots are running off to. -
Presence pool taunts may be helpful atleast in doing AVs with very small teams ie 2 ppl. Soloing an AV I have no idea what a Merc would be like but I can try to imagine that you may want to keep AoEs off of them as much as possible when needed.
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There were days when stalkers were pretty dominant in the pvp zones with attitudes to boot that some people learned to dislike them, from then on, stalkers tarnished and tainted had these same people exclude them from pve teams one way or another. They had no fun in pvp so stalkers can solo pve for all they care.
Long time ago that and stalkers have been buffed so a change of heart is due, not to mention people should be judged on their own merits rather than class. If I end up choosing one AT over another or a powerset over an other (as opposed to who asked first) then I would of become the type of person I dislike the most. -
I'd of been interested in a Shield/Fire versus a Fire/Fire because maybe then we can see if Fiery Embrace needs to go on 10 more secs.
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I wondered why this thread has had so many posts. Assault also has res to taunt and placate, it maybe that very few people will see the power as worth it but there is possibly some tanker somewhere with a reason for taking it, likely in pvp I'd imagine. Some scrappers can benefit from the damage buff component of Assault during the fight duration mainly as their DPE remains the same. Both a Scrapper and Tanker having Assault in a team PvP environment could probably prove useful. I also think that Assault is possibly better over time than melt armour depending on your intentions.
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Quote:1) I think that with Boost Range it's unnecessary personally. I have range in buckshot and flame thrower to keep me positioned 50ft back almost to where autofire is good for me without Boost Range (I am 53months AR/Dev). A group may be rectangular in shape and so I shoot facing the thinnest side.1.) Full Auto, being a cone attack, would it benefit from a range IO or does it have a long enough range?
2.) I'm still quite curious about surveillance. Is the proc in there useful or even appropriate?
2) Surveillance is good for me without a Proc as I like to be sure to use it without being noticed on recon details for my other toons. Within an attack chain however I never really worked out if it's actually providing me with better assault through the -res, but I doubt it is. I shall go look at it. I prefer Cryo to that power as it is. If fighting 3 enemies it's a bit like giving myself 33% def to all cos I held one with it. Beanbag one, Freeze another, taser in my case, hell they can be used to save other ppl too. Surveillance is on my gadget build. -
I hate the fact that they can't stay and attack. When I call defensive stay I expect them to hold the line but!...No
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Same build but with:
KB Prot
A better 2nd Stun.
Reason being ranged def is all right if you can keep mobs ranged. So I figured that could be difficult at times so more control for when it is helps.
You've only lost some tohit during a build up period really. I really couldn't see the build maintaining range and I'd imagine Beanbag+Stun is a major factor in live/die.
The most suggestive thing ofc is kb protection.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
AAA Felix Armored Scout Finale: Level 50 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/EndRdx/Rchg(13), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(29)
Level 1: Power Thrust -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(17), ExStrk-Dam%(36)
Level 2: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(31)
Level 4: Build Up -- RechRdx-I(A), RechRdx-I(5)
Level 6: Buckshot -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(7), Det'tn-Acc/Dmg/EndRdx(7), Det'tn-Dmg/Rng(9), Det'tn-Dmg/EndRdx/Rng(9), Range-I(11)
Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(11), LkGmblr-Rchg+(42)
Level 10: Hurdle -- Jump-I(A)
Level 12: M30 Grenade -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(15), Det'tn-Dmg/Rchg(43), Det'tn-Dmg/Rng(43), Det'tn-Acc/Dmg/EndRdx(43)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17)
Level 16: Conserve Power -- RechRdx-I(A), RechRdx-I(34)
Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(21), Range-I(25)
Level 20: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(36)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), EndMod-I(23)
Level 24: Beanbag -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(37), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(40), Stpfy-KB%(42)
Level 26: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(27), RedFtn-EndRdx/Rchg(29), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(46)
Level 28: Stun -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(34), Stpfy-Acc/EndRdx(36), Stpfy-Acc/Stun/Rchg(42), Stpfy-Stun/Rng(46), Stpfy-KB%(50)
Level 30: Hasten -- RechRdx-I(A)
Level 32: Full Auto -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34)
Level 35: Boost Range -- RechRdx-I(A)
Level 38: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 41: Body Armor -- S'fstPrt-ResDam/Def+(A)
Level 44: Surveillance -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(45), ShldBrk-DefDeb/EndRdx/Rchg(45), ShldBrk-Acc/EndRdx/Rchg(45), Achilles-ResDeb%(46)
Level 47: LRM Rocket -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(50)
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Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx(A)
Level 1: Defiance -
So no more power choices or changes then? I think a Heal Numina is very expensive for 0.6hps, I'd of just stuck a heal in there. I have a proper look after I Defeat All Agents and Destroy Contraband.
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What does the power armour book do exactly? I wouldn't mind seeing a list of abilities. If it turned into a staminaless AR blaster with 3 travel powers and a full set of leaderships its doable and playable so knowing the list of abilities is nice I think.
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I use no way as way and use no limitation as limitation and am like water
. The given limit is unobtainable.
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Right Click on the power, click info, up comes a window showing info and all you have to do then is click detailed info. There it should tell you.
Data View in Mids should tell you and sites like this should tell you:
http://coh.redtomax.com/data/powers/....Fiery_Embrace
Brute Fiery Embrace looks to last 10s longer than a Tankers. -
Quote:You haven't made a gigantic mess of it but I think you can get more bang for buck slotting differently in various places without saying the obvious purples so, although maybe only 2 problems with it depending on your intentions you could probably tweak a better build.I think I must've had more reactive armours in there, and then taken them away and forgot about the lack of bonuses. And I don't tend to exemp down much, so I don't see the lack of recharge as much of a problem.
So...2 problems and it needs a "major overhaul"? Aren't you being a little unreasonable? Granted, I'm new to IO's and set bonuses, but I don't think I've made a gigantic mess of it.
When I see 6 slotted stamina, I see bonuses you may of wanted but then see that maybe you don't really need them and you could do something more with the slots elsewhere or I think where is another power that would give the entire build more utility from extra slots and effectively similar bonuses. Take boxing, I'd rather a better Grant cover where a def/end slot cuts end drain by 0.03s and adds more def to the team than two slot it to go for what you have.
I could do that after I come back from my nieces B'day party today but I know its better if you played around with Mids more, looking at Data View, Power Graphs and Advanced Totals as certain things may of been missed. It my way of saying are you sure you are happy with it or can you do more?
I think me saying major overhaul comes from feeling it could be slotted differently being less about run speed and jump and more about +rechg and +hp but then you are without a travel power. I'd suggest Rocket Boots, Tech Wings, nice Tech Shield and Flight Pool and still be natural but have no doubts ya would of thought your concept through. -
If I had to go beyond SOs, to theoretically do any PvE content, in a typical team (say 1 of each AT and another blaster), on any tank I would say the game is broke. Which is why I find some builds well excessive on spending influence but there can be intentions to be met. IOs and IO sets do help in making a character just so and/or overly more efficient but to be needed to simply get things done would be borked. I'd sooner have a just so build that helps to keep things fun and spread the remaining influence on other characters.
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Not having one I thought I could corrupt ya Corrupter some by just throwing in some slotting alternatives and a power alternative to boot. Some slots may look and smell the same but it doesn't mean they are:
Mostly ya lack of KB prot got to me. Not a build suggestion, more of a take on slotting or a mess, whatever XD
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Corrupting Corrupting Icestorm: Level 50 Mutation Corruptor
Primary Power Set: Ice Blast
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(5), Thundr-Acc/Dmg/Rchg(29)
Level 1: Gale -- Acc-I(A)
Level 2: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(9)
Level 4: O2 Boost -- Numna-Heal(A), Numna-Heal/EndRdx(11), Dct'dW-Heal/EndRdx(11)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(45)
Level 8: Hurdle -- Jump-I(A)
Level 10: Steamy Mist -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(13), S'fstPrt-ResDam/Def+(15), LkGmblr-Def(15), LkGmblr-Rchg+(17), S'fstPrt-ResKB(17)
Level 12: Ice Storm -- Det'tn-Acc/Dmg/EndRdx(A), Det'tn-Acc/Dmg(19), Det'tn-Dmg/Rchg(19), Det'tn-Dmg/EndRdx(21), Det'tn-Dmg/EndRdx/Rng(21), RechRdx-I(23)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Freezing Rain -- Achilles-ResDeb%(A), Posi-Dmg/Rchg(23), Posi-Dam%(25), ImpSwft-Dam%(25), LdyGrey-%Dam(27), ShldBrk-%Dam(27)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(29)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(31), P'Shift-End%(31)
Level 22: Boxing -- Dmg-I(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-EndRdx(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(33), S'fstPrt-ResKB(34)
Level 26: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(34), Thundr-Acc/Dmg/Rchg(34), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(50)
Level 28: Hurricane -- DampS-ToHitDeb/EndRdx(A), DampS-ToHitDeb(36), EndRdx-I(37), DampS-ToHitDeb/Rchg/EndRdx(37)
Level 30: Bitter Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(39)
Level 32: Blizzard -- Posi-Dmg/Rchg(A), RechRdx-I(39), Det'tn-Dmg/Rchg(39), Posi-Dmg/EndRdx(40), Posi-Acc/Dmg/EndRdx(40), Posi-Acc/Dmg(40)
Level 35: Aim -- RechRdx-I(A), AdjTgt-ToHit/Rchg(45), AdjTgt-Rchg(46)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 41: Charged Armor -- Aegis-ResDam/EndRdx/Rchg(A), Aegis-ResDam/EndRdx(43), Aegis-ResDam(45)
Level 44: Power Sink -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(46), RechRdx-I(46)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), S'dpty-Def(48), S'dpty-Def/EndRdx(48)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge -
The one edge a Tank should have over a Brute is when it comes to tanking for the less favourable team make ups. Many Brutes have been known to succeed the LRSF with a team almost completely made up of Corrupters and a Dom, this has been what I can easily call a favourable team. A Tanker should run fairly solid with way, way less support. This doesn't prevent a problem that I find with people choosing what people can easily do from having certain dream powersets over chancing people with concepts and powersets that take more Knowledge/skill than buff em and runs.
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BackAlleyBrawler = 75
pohsyb = 62
TheOcho = 49
The Television = 18
War Witch = 46
WW +1
8 -1