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Lots of good arguments can be used for each of the secondaries, in my opinion it generally boils down to this :
SR = better defense.
Elec = better offense. -
I've deleted my namesake multiple times. What's the big deal ? If you had fun leveling and aren't having fun anymore, starting over seems a logical choice to me.
A tip a friend gave me : copy any alt to the Test server before deletion. This way, every now and then you can give them a spin if you feel nostalgic. -
Well, NR suppresses so it's useless while fighting. At least to me. Maybe a better way to phrase it would be "as useful as a real travel power in that situation". In comparison, CJ gives a nice unsuppressed jump height boost and maneuverability, but if you don't feel the need for it it's probably not worth it.
Between Hasten and Maneuvers, I'd drop Maneuvers. In my opinion, what Hasten adds in kill speed alone beats 3.5% def at your defense values, and the recharge also brings up Energize and Power Sink more often. -
In my opinion, you're overslotting some powers and underslotting some other powers. Keeping the same power selection, here's how I would change it :
Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/
Click this DataLink to open the build!
Desert-Shock: Level 50 Technology Scrapper
Primary Power Set: Claws
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Swipe -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(7), Aegis-ResDam/Rchg(9)
Level 2: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(13), Achilles-ResDeb%(39)
Level 4: Conductive Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), Aegis-ResDam/Rchg(29)
Level 6: Swift -- Run-I(A)
Level 8: Follow Up -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
Level 10: Static Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam/Rchg(19)
Level 12: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(37)
Level 14: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(15), Numna-Heal(15), Heal-I(17), Numna-Heal/EndRdx(37)
Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
Level 18: Focus -- Apoc-Dam%(A), Apoc-Dmg/Rchg(19), Apoc-Acc/Dmg/Rchg(21), Apoc-Acc/Rchg(21), Apoc-Dmg/EndRdx(25), Thundr-Acc/Dmg/EndRdx(27)
Level 20: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal/Rchg(37), Dct'dW-Heal(39), Dct'dW-Rchg(39)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Acc(23), P'Shift-EndMod/Rchg(25)
Level 24: Kick -- Empty(A)
Level 26: Eviscerate -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(42), Aegis-ResDam/Rchg(43)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dam%(43), ExStrk-Dam%(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
Level 35: Power Sink -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 41: Focused Accuracy -- EndRdx-I(A)
Level 44: Physical Perfection -- Mrcl-Heal(A), Mrcl-Rcvry+(45), P'Shift-End%(45), P'Shift-EndMod(45)
Level 47: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(48), LkGmblr-Def/EndRdx(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Code:There's things I'd change with power picks, too. I'm not sold on unslotted FA (if you leave it with the base slot, might as well pick up CP and devote less slots to endurance management in PP, adding a kismet somewhere else = win/win), and Ninja Run without Hurdle isn't very fast - IIRC, Ninja Run + Swift + Lightning Reflexes is still slightly slower than Hurdle + Ninja Run, and of course running instead of jumping makes it slower as soon as you need vertical movement. I'd also choose CJ over Maneuvers but on that one I might be biaised because I can't live without the combat maneuverability CJ + Hurdle gives. CJ gives almost as much defense for a much lower endurance cost, and the less time you spend using Power Sink the higher your DPS is.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1402;717;1434;HEX;| |78DAA5934973124114C79B2D1832032164DFC8424248C204AA3CB85469A98955D1A| |024600E9A84C2A10D28CE50335429373F8027D793072F7E012D97F2E4F7B15C8F2E| |F89686D2B353C9FFD7DDBCFEBF7EAF677277D73521EE9D169EF0B97AD9754B05D32| |9371AD20915A559B5ECBA7DD8D2D6A52B9D66BA50B5CD5B4121C46027A894937529| |0DD879C78D7717D7E50D69B9D2D8A84BB3E9D4CCD219E7B6ED4437ADAA74A4D5343| |A032D6FDB75E37CAD6949D7D5D5E4B0DAAC5987119A6DC972453A6EB5D608D1BCD0| |90B212DD68D44CE3AC5D69957265B7299DD6281C2905FF553C1B3DED80B80A480AE| |F35C61EC1BFCF3820F494081F7580877679C5511864454F8670244BB81954BF83AD| |270F9813A16DC60E412B302A02C3173F788588894F60EB53B63EB61D67DB49B60D8| |06D800344204D5BEBB014A45CED40900B98E602A6B980692E60860B98E1023E43A6| |5E95A99733F573A601CE8477D6A70AE8FBE1C5A5999F84D95F8CDF8C3621217C882| |0ECD2D9D6AFEF9251F814604A84AF7092041D3AB14DB32F708A882A273242711638| |4455DE6896BC07D2844183B14618CD10C69F93DF571DDBC7796317B9639708891C6| |1F13223CF9704498638AF6FE829190D3F603C61F787042FC48DB0AD1869C3236C58| |1953C71BE3B624B92D496E4B92DB92E2B6A4B82DDFE07813AACE09BE361F184DA90| |B98E2CEA7F81E96F9021A10105799E22F69CFF22BC65B42BA45EF4CFA35CFDE10BE| |EBF856D1DBE09BE392E6B996F9478CC7043FB82FA8F40B4394706D90D14F28C2C19| |754E94BB3E4FD02BC5754D756363DF81AAD5E60700F57396114BC0DE56D28534E91| |65EF3908C8A880CC0A7967FFC1A4BFFB51C21FF67DEBEF15EE60DEDFFDC4848782E| |2FEEE57F95FCF3BADE3D3BB13022DA2E4413CBB38DA43D9C7E9018ECA38BA8E62E2| |B4FD5EEB1C35720C0F741CE504CA4994FB1814C44FAB0F4543D151C22811947E941| |8CA30CA38CA3394F61FFF2200D1| |-------------------------------------------------------------------|
The most important power missing is Lightning Field, though. I'd really, really consider picking this up if I were you. Damage auras are always extremely efficient on any build, even single-target, and here you've got not only an AoE build, but also one that doesn't have endurance problems. I believe skipping LF would be a mistake for that purpose. -
Quote:I completely agree. Being only able to take on four exotic damage archvillains at a time on a non-DM invul scrapper is quite pathetic and I'm hoping the devs will take care of this problematic issue soon. Raising the resistance cap to 90% and removing the crash from Unstoppable should be a good, first step.
Invulnerability is anything but invulnerable when it comes to non s/l damage and the set relies heavily on invincibility to survive any serious incoming non s/l damage.
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You can forget about it for any level 50 GM ; they regen something like 360 hp per second.
Lower level GMs have less HP and regen less - but it's important to keep in mind player damage scales down too. I'm thinking Kraken or Babbage could be doable for very high DPS builds, but anything over that might regen too much (although it's just a gut feeling from my attempts *with* insps/temps, and not hard numbers). -
Quote:One thing to keep in mind is the whole AV selection is a balancing act. Crimson lacks any debuffs while Indigo can debuff your defense, as it is I was more or less at the right point with that (dipping around 45% occasionally but never under that) and I'm not sure I could handle more debuffs. Any damage over a certain threshold can break the whole thing too, as the probability of a bunch of them hitting fast enough to kill me increases.
I took on both Crimson and Indigo at the same time Indigo was the easier of the two despite her increased ACC because of the Kat/ you could probably add her with only a slight increase to difficulty.
To illustrate, I had near to nil chances of losing once there were "only" 6 AVs left, but my life played yo-yo with 8 and 9 AVs. Which, again, seems crazy to me as it took so much effort to take on 6 AVs on my DB/inv.
Regardless, I wouldn't worry about nerfs based on anything like this. DM/inv is an AV soloing machine, but the lack of decent AoE (and yes, I did use Shadow Maul extensively from 2 to 50) makes the character not very effective to play in this day and age of missions set for 6 or 8 while solo, if performance is judged on rewards obtained over time.
This is also a Test server build specialized against S/L fighting specific S/L AVs in a specific mission with a specific custom group to fuel Soul Drain/Invincibility, or in other words a situation you'll never run into in the normal game for multiple reasons.
Still cool to do - now I can pretend it takes more than a full team of archvillains to... fail to take me down. Heh.
I learnt quite a few things from doing that, too.
I used to go for even numbers in typed defense - which made sense at first when I was aiming for 33% defense so that one luck could softcap me, but doesn't anymore since more IOs were introduced, allowing for much better values ; now I'm just going to plan F/C/E/N at 33%+ and S/L as close to the softcap as possible.
"Stealing" builds is fun. Now that I've done it to Aliana, maybe I should look at some Kat/DA goodness, especially with CoD not being a bother anymore... -
The AV, definitely.
I don't see any scrapper being able to take out a GM without insps/temps. I used to think a Fire/Shield could take out the weaker ones with AaO saturated, but GMs would run and mess things up wouldn't they ? -
Nerva Fountain Island. It's small and very open, with smooth height changes and obstacles to break LoS with, and the center area is devoid of any spawn, making it great as a herding spot.
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... at once.
You saw that one coming, didn't you ?
Pics
Screenshots : 1 2
Videos : 1 2 3 4 5 6 7 8
Specifics
I copied my DM/Invul scrapper to the Test server and respecced her to be sturdy against S/L, ignoring F/C/E/N.
Then, I made an AE mission with 9 AVs (Marauder, Bobcat, Mynx, Chimera, Shadowhunter, Foreshadow, Battle Maiden, Agent Crimson and Nemesis), and a custom group full of lieutenant wolves. My rep was set at +0/x8 (even level). I used empathy buffs to herd the AVs together to save time, and used two respites once the emp buffs expired while I had all nine AVs around so I could start the fight at full life. No external buffs, inspirations or temp powers were using during the fight.
It took me only two attempts, which is about the same number of tries I used on my DB/inv to take on... 4 AVs. It's very likely this build could take on 10 or 11 AVs ; DPS being over 200 if SD is saturated, adding Dominatrix would be an obvious choice, but it'd make for a pretty dull fight adding about half a hour if not more just to kill her at the end.
As it is, it already took 54 minutes, which is quite a long time to stare at a computer screen pressing the same hotkeys over and over !
Build
Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Dam%(45)
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam(42), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(43)
Level 2: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(37), RctvArm-ResDam/Rchg(37)
Level 4: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(43), Ksmt-ToHit+(46), SW-Def(48), SW-ResDam/Re TP(50)
Level 8: Siphon Life -- Numna-Heal(A), Numna-Heal/EndRdx(11), HO:Golgi(15), C'ngImp-Dmg/EndRdx(15), HO:Nucle(17), HO:Nucle(17)
Level 10: Hurdle -- Jump-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), Cloud-%Dam(45), C'ngImp-Acc/Dmg/EndRdx(48)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(40), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(42)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19), Numna-Heal/EndRdx(19), Mrcl-Heal(23), RgnTis-Regen+(25), Mrcl-Rcvry+(25)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(36)
Level 26: Soul Drain -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg(29), Armgdn-Dmg/Rchg(31), Armgdn-Acc/Dmg/Rchg(31), Armgdn-Acc/Rchg(31)
Level 28: Invincibility -- LkGmblr-Rchg+(A), HO:Enzym(43), HO:Enzym(45)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), HO:Enzym(39)
Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(37)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(39), DefBuff-I(40)
Level 38: Resist Energies -- S'fstPrt-ResDam/Def+(A)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Resist Elements -- GA-3defTpProc(A)
Level 47: Physical Perfection -- P'Shift-End%(A)
Level 49: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(50)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Code:As you can see, it's a very specialized build made just for this challenge.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1402;705;1410;HEX;| |78DAA553CB52134114EDC94C0890172190F0CE834702090371232F41215A15201A0| |8B252A9216921929AC449B0C8CE0F70A555BA50B7FE83E50FF91356BC8F0E166BA7| |9273BAEF9CDB7DEEED9EE24DDE27C4FB1DA105F6EA56AB7556AE3856B3291D77D1B| |AA85584470831DE8B9D15655D4A336F39573C8CDFBEC9CBD7D26E49B360BFBBAEDB| |D2B1CE6BF55ABB132AD897D29176DBEC0D7CA546A36E1E4AAB59B32F78F2A4D6B66| |5AB3548937253CAAA5FC52F2EDBA00A3D6ED62AE66EA3DA392B5AADB6743A63E06A| |11FE0EDAA3A7EB1625A0A4701D311D131965A6B44B889CC8668836314BA32C5D246| |090128B49A619A2A518D116E834A5D3F84D1FCBE7583EC7BA07A0D35967E8CF34DC| |A2EF80A8BFC454241A7C4A1401B95BC9DDA3145A1A215AFE03C169B1B2AFE32C774| |0740D728FAAD1F39C173A220AAC41D0D045C012381DDAE2698FFB206B80F7110369| |922421E4E590CB9BA190EF0EBD05815F6DE6E7864E714367B9A1B3DCD0EC6F1739A| |D52D60E640555A382DCA8147728C51D5AE4B6794017629D3B744A350C7345C35C51| |A440BAB16D0D571FDBA7593F6485D5EAE12F7482239F993E12453E1169A01B65EFF| |A287B4FB0F715F69E63EF3AE8A26ABD28DB9C60D313EC7696DDDE806E9CEE49D718| |DFA22DA6D68866D699369836891E817C92AE4BD735A98EF53E9E841059C50648A65| |5FBA759B2C027BFA0141D50C454FF635C439C6B88730D71AE21F1861A3F77451766| |17B2926ADDE49D755333A47B0882797515E6A3D4DC325CAE34EF24D27CF8DBA0CA2| |855E61E5DBE1F70194C1532B9F727F0629513B5D5AF100A8BDC37A229E3F66BD4C5| |9D035866F3CB6CFEF09F0E7EF08892A13E488868148919B7DFE87F3D3F7DBD75068| |E07014F104A00DA298E5E20BCC4E92B1C59383A47A8E0B4FBCBD7731A5C4343EB08| |1B089B081F50E4F10278117C087E840042106108218C10419840F88ED0FD0B8E89E| |5C4| |-------------------------------------------------------------------|
It's way above the S/L softcap with 1 foe in range, allowing for a few defense debuffs to get through before it hurts. Dull Pain is up most of the time ; I tend to try to save it until I'm at 50% HP or lower. The attack chain while Hasten is up is Smite, MG, Smite, SL, SP, and while it's down is "whatever power is recharged". Endurance use is good enough to fight a whole hour and barely slow down. Whenever it was up, I tried to use Soul Drain instead of MG when I needed healing, and instead of SL when I needed to do damage. Focused Accuracy is left off most of the time ; I activate it either while CP is up if the AV I'm fighting has high defense, or just for one second right before activating Soul Drain to ensure it hits as many as possible.
Tactics
I started off with Mynx ; her crits make her unreliable, and not focusing on her right away is what got me killed during my first attempt. It was the most dangerous part as all nine AVs were alive attacking me, but I was relatively lucky and they never got to deal enough burst damage to take me down, although it was close at one point.
Foreshadow went next. He's got one energy attack and isn't particulary hard to beat, making him a logical choice. I got low on life for a relatively long time, and slipped up a bit with my attack chain. Nothing much to say.
I then went for Battle Maiden, her Headsplitter was worrying me.
Next in line : Crimson. At this point you can see the fight is basically won. Dull Pain sits unused in my tray for a full minute, and when it is finally activated, it's mostly out of convenience. Life hardly dips below full. The performance of this build on such a challenge feels kind of scary to me, as there's still 6 AVs left.
Now, Bobcat. As I didn't really risk losing by that point, I went to grab a few wolves to boost Soul Drain and speed up things a bit. This had the side effect of switching Nemesis to ranged AI, in which he likes to use Dispersion Bubble, but apart for a few deflected here and there it didn't bother me much. When Bobcat activates her God Mode, I switch to Shadowhunter to get him to use Earth Embrace (as I can't outdamage Bobcat's regen while she's in Unstop, I might as well wait for the crash). My own Dull Pain wasn't used at all.
Shadowhunter's Earth Embrace is almost gone when Bobcat drops. Between that and his negative resistance to negative damage, he hits the ground fast.
Nemesis is asking for it with his Dispersion Bubble, and I'm prompted to oblige. Chimera starts being useful and throws his plastic bow for a much better poisoned katana. Unfortunately, too little too late, and while I finally use DP, it's, again, out of convenience rather than anything else. Nemesis bubbles ; during that time, I hit Marauder to start making some progress, but that was pointless as he regens all of it back while I whack on Nemesis again once the bubble is gone. At some point, I get the right feeling and use SD right before the bubble drops, without timing it or anything, which was pretty cool. Then I start redacting this forum post in my head rather than focus on the fight, and proceed to waste SD right as he bubbles, which was pretty lame.
Despite that, Mr Bubbles goes down and it's time for Marauder to hit the dirt. I grab a few more canine friends for that purpose. By that point I'm relatively bored and hope it won't last too long. Alas, Marauder decides to crash at 75% HP (!). Kind of reminds me of those sore losers in RTS ranked matches who won't leave the game until you destroy every of their unit even though they lost any chance to win about twenty minutes ago, just to make you lose your time. CoH AI feels like human like sometimes...
Thankfully, I already switched to Chimera as soon as Marauder used Unstoppable. He went down without issues.
Finally, back to Marauder. He crashed at 10% the second time around. The end !
... A bit anticlimatic, but it feels good to have it done. -
I wouldn't hold my breath for major EA buffs. It's a top tier powerset as it is for brutes, the biggest issue with it is its strengths is stuff the playerbase underappreciate or plain dislike (typed defense, infinite endurance, tier9). You can't fix popularity without breaking balance there, unless you also nerf something while buffing it.
Then again, we got Shield recently, so maybe EA will get his cake and eat it too. I certainly wouldn't mind that. -
It's Invincibility. Nothing special happens against Demons, once they get in melee range they stay there like other mobs. The only mobs I see running are the ones with specific AI rules (greater/lesser devoured, croatoa witches for example).
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I've kept aggro from taunting tankers on my invul scrappers, mainly because I grab it first and they don't attack while I do. Foes run a lot less than against any other kind of scrapper, too. That's an often overlooked boon of invulnerability I am glad for now that I've got more experience with all other secondaries and realised this isn't the standard.
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While I sort of agree with some of your points, this thread's title should really be "give us more rewards for challenging stuff" and not "give us a challenge". There's plenty of challenges out there, even team challenges - make a pick-up group and run the Repeat Offenders arcs set for +4/x8, for example.
The difficulty is just getting random people to play for challenges ; that will not happen, ever. Most MMO players will always pick the path of least resistance, that's the whole reason we're here playing a stat-based game as opposed to a skill-based one such as a first-person shooter.
You can either hold your breath waiting for it to happen (I wouldn't count on it), or make friends with people who enjoy the same kind of stuff as you do. -
Powerforge did a lot of AV videos and his were in very high resolution, nice to watch if you've got the bandwidth for it. He definitely soloed multiple AVs so I suppose he recorded that too. A search for his name might show up something, he had the links in his sig.
Link to my 4 AVs and 6 AVs videos here. Note the 6 AVs video was cut short because I ran out of HDD space during recording, but in any multiple AV fight the first part is the most interesting anyway.
You know, reading up that thread again I fought Adamastor, Infernal, Requiem, Marauder, Arakhn, Chimera. All but Marauder and Chimera are mostly exotic damage types (I'm consider Infernal exotic because he mostly stayed at range using fire). Werner's Kat/DA would have higher resistances to anything but S/L, the same defense, and higher healing potential. The only downside I see is lower max HP - and it is an important one, because burst damage is what kills you in such fights. Regardless, I could easily see that Kat/DA taking on 4 AVs and possibly more. -
Quote:I wasn't there years ago so I can't tell, but if it's been debunked, then the devs have introduced it on purpose since then, because there's definitely a difference that is objectively measurable. It's about half a second for Dual Blades.
How is this a problem? I'd swear that years ago the idea of attacks with weapon redraw were taking more time than if already drawn was debunked. Is mad cow finally taking its toll on my poor old brain? -
Probably server ticks.
GC takes 0.924s to activate
SD takes 1.584s
GD takes 1.98s
GC - GD - GC - GD = (0.924*2) + 1.584 + 1.98 = 5.412s -
Standard disclaimer that you can't go wrong with any choice, blah, blah, blah, here's my thoughts :
Dark Melee has long animations and hasn't much for AoEs. This is likely to make it harder keeping aggro.
Dual Blades has 3 AoEs, but it's a short radius PBAoE and 2 cones. As it's a weapon primary, it'll also make you redraw everytime you use a regen click.
Electric melee has 4 AoEs, 2 of them being knockdown which helps you and your friend at the same time. While the ST damage is lower than the other two options, hokey voodoo stuff and ancient weapons (even dualwielded) are no match for a good blaster at your side, so I wouldn't worry about that. -
Seeing as currently, everything that is japan/anime/guns is super trendy, if anything we don't have enough martial art costumes.
Don't get me wrong OP, I hear you and definitely think the ratio to actual superhero stuff to other "fluff" isn't as good as it should be in this game, but at the end of the day the devs have to go with what is popular, not with what makes sense (not to mention the devs being real people too, there's probably a fair amount of them being pro-japan/anime/guns).
It's a balancing act, and I think they've done a pretty good job at keeping people what they want without compromising the genre, except for a few costume parts here and there it all goes together rather nicely. -
If you're just in melee range for a few seconds, it's very likely she won't use it as she has quite a lot of powers to choose from. She's definitely used it against me.
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In my opinion, Power Sink isn't easy to deal with even with decent resistance to endurance drain, unless you've got extra endurance laying around. My gut feeling is Werner probably doesn't - it takes a lot of effort to softcap Dark Armor, so I'm guessing there's not much room for anything else and endurance use might be just at the point where it's sustainable indefinitely, and adding any kind of end drain as little as it might be would break it.
Of course, I could be wrong. -
Quote:My bad. I think I remember this was already stated in the corresponding thread, and I mixed up both primaries.
claws/inv... fire/inv might actually have a chance to take her down. As it stands my 170 claws dps or 190 for that matter is just not enough to get through her god mode.
Wasn't there someone who took on 2 AVs with a Katana/WP, _Mojo_ or something ?
... Of course, we've seen my memory isn't exactly reliable, so, well. -
Couldn't you make a specific chain using DA as much as possible, keeping it triple or quadruple-stacked to act as a buffer, or would that make the DPS so catastrophically low it wouldn't be worth it ? Eventually, you could run a normal chain and just switch to stacking DA as much as possible while debuffed.
Anyway, with the way prices keep going up and up I'm considering using the Test server for that kind of stuff now. Much easier to just buy one of everything and dupe over and over.
Edit : and now I just noticed you basically suggested the same thing to someone else on another topic, heh. -
Dominatrix isn't really an option for such a challenge on scrappers as she has 50% res to everything. Siege and Nightstar are also out for S/L primaries (50% res too). Diabolique phases too much.
There's many more AVs with S/L components in their attacks, the issue is finding the right mix for each specific build. Note Foreshadow is kind of a pansy and wasn't available in the AE before, so that's one easy AV to add to the previous mix (although even easy AVs can become too much once you stack eight of them). -
There's not enough S/L AVs without defense debuffs. I think Aliana went ahead and fought some AVs with defense debuffs anyway, but lacking Siphon Life my mitigation wasn't high enough without the softcap so I went for exotic types too.
Marauder is a given though, with his superstrength he's the absolute weakest AV an invul can find.
That was no temps no insps.
Honestly, I think Aliana could have pushed it further. In fact, Iggy's Fire/Inv example against Silver Mantis makes me think an invul at 45% S/L def with 1 foe in range might be able to take on 8 carefully chosen S/L AVs (as the extra defense would take care of the occasional defense debuff).