PrincessDarkstar

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  1. Quote:
    Originally Posted by ClawsandEffect View Post
    This.

    I exchanged PMs with Castle on that very subject a few months before he left.

    One of his responses was to the effect of not being sure that Rage would remain as it is even if it DOESN'T get ported. He also pretty much guaranteed me that it would definitely be changed if it were.

    If you like SS as it is now, well, just hope that Castle didn't pass that project on.
    Personally (And selfishly) that is exactly why I want it ported. I love the numbers I project from my SS builds but I hate rage crashes so bad that I just cannot play the set.

    I don't really expect it to get ported due to opposition (If I liked SS now I would be on the verge of quitting if it was taken from me), but if it ever did I would expect it to keep it's potency (Mostly) without the reliance on rage.

    I would compromise though if they give me a good enough Energy Melee port

    Edit: To get this back on track: Is there anything left for scrappers to do that hasn't really been done yet? Anyone soloed the Shadow Shard TF's (Or do they all have the clickies?)?
  2. OMG I just noticed that I can swap Fire Mastery for Leviathan Mastery and pick up Water Spout, which is good enough to be worth using if the damage in mids is right - 778.5 without counting procs, interface or crits! That is over 500dpa even if I include redraw

    I have never used the power before, so are there any drawbacks?

    Edit: So this would be the build I am considering:

    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    DB EA: Level 50 Magic Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Energy Aura
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Leviathan Mastery

    Hero Profile:
    Level 1: Power Slice -- SScrappersS-Rchg/+Crit(A), P'ngS'Fest-Acc/Dmg(39), P'ngS'Fest-Dmg/EndRdx(40), P'ngS'Fest-Dmg/Rchg(50)
    Level 1: Kinetic Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(13)
    Level 2: Ablating Strike -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(7)
    Level 4: Power Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(23), HO:Cyto(39)
    Level 6: Typhoon's Edge -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(17), Oblit-%Dam(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(46)
    Level 8: Blinding Feint -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(9), SScrappersS-Acc/Dmg/Rchg(9), SScrappersS-Dmg/EndRdx/Rchg(11), SScrappersS-Acc/Dmg/EndRdx/Rchg(11), T'Death-Dam%(13)
    Level 10: Entropic Aura -- EndRdx-I(A)
    Level 12: Dampening Field -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/EndRdx/Rchg(45)
    Level 14: Combat Jumping -- SW-ResDam/Re TP(A), DefBuff-I(15)
    Level 16: Energy Protection -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(25)
    Level 18: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(19), HO:Cyto(19)
    Level 20: Energy Cloak -- LkGmblr-Rchg+(A), HO:Cyto(21), HO:Cyto(21)
    Level 22: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(39)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(31)
    Level 26: Sweeping Strike -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(27), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Dmg/EndRdx(29), Armgdn-Dam%(29), FotG-ResDeb%(31)
    Level 28: Energize -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(34), Panac-Heal/Rchg(36), Panac-Heal/EndRedux/Rchg(37), Panac-Heal(37), RechRdx-I(37)
    Level 30: Boxing -- Empty(A)
    Level 32: One Thousand Cuts -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(40)
    Level 35: Energy Drain -- DefBuff-I(A), Efficacy-EndMod(36), Efficacy-EndMod/Acc(36)
    Level 38: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(40), HO:Ribo(43), HO:Ribo(46)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
    Level 44: Water Spout -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
    Level 47: Spirit Shark Jaws -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(48), BasGaze-EndRdx/Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(50)
    Level 49: Super Jump -- Jump-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(43)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 50: Agility Core Paragon
    Level 50: Pyronic Core Final Judgement
    Level 50: Cimeroran Core Superior Ally
    Level 50: Rebirth Core Epiphany
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spectral Radial Flawless Interface
    ------------



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  3. Still fiddling with the build I found that I can drop Tactics in exchange for a decently slotted Vengeful Slice and Power Slice.

    I have plenty of +ToHit from Blinding Feint, and am only losing 2.5% global damage buff and 25hp, but for some reason I am finding it hard to let go of Tactics.

    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    DB EA: Level 50 Magic Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Energy Aura
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Power Slice -- SScrappersS-Rchg/+Crit(A), P'ngS'Fest-Acc/Dmg(39), P'ngS'Fest-Dmg/EndRdx(40), P'ngS'Fest-Dmg/Rchg(50)
    Level 1: Kinetic Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(13)
    Level 2: Ablating Strike -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(7)
    Level 4: Power Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(23), HO:Cyto(39)
    Level 6: Typhoon's Edge -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(17), Oblit-%Dam(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(46)
    Level 8: Blinding Feint -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(9), SScrappersS-Acc/Dmg/Rchg(9), SScrappersS-Dmg/EndRdx/Rchg(11), SScrappersS-Acc/Dmg/EndRdx/Rchg(11), T'Death-Dam%(13)
    Level 10: Entropic Aura -- EndRdx-I(A)
    Level 12: Dampening Field -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/EndRdx/Rchg(45)
    Level 14: Combat Jumping -- SW-ResDam/Re TP(A), DefBuff-I(15)
    Level 16: Energy Protection -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(25)
    Level 18: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(19), HO:Cyto(19)
    Level 20: Energy Cloak -- LkGmblr-Rchg+(A), HO:Cyto(21), HO:Cyto(21)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
    Level 24: Boxing -- Empty(A)
    Level 26: Sweeping Strike -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(27), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Dmg/EndRdx(29), Armgdn-Dam%(29), FotG-ResDeb%(31)
    Level 28: Energize -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(34), Panac-Heal/Rchg(36), Panac-Heal/EndRedux/Rchg(37), Panac-Heal(37), RechRdx-I(37)
    Level 30: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(39)
    Level 32: One Thousand Cuts -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(40)
    Level 35: Energy Drain -- DefBuff-I(A), Efficacy-EndMod(36), Efficacy-EndMod/Acc(36)
    Level 38: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(40), HO:Ribo(43), HO:Ribo(46)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
    Level 44: Char -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(48)
    Level 47: Ring of Fire -- GravAnch-Immob(A), GravAnch-Immob/Rchg(48), GravAnch-Acc/Immob/Rchg(48), GravAnch-Acc/Rchg(50), GravAnch-Immob/EndRdx(50)
    Level 49: Super Jump -- Jump-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(43)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 50: Agility Core Paragon
    Level 50: Pyronic Core Final Judgement
    Level 50: Cimeroran Core Superior Ally
    Level 50: Rebirth Core Epiphany
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spectral Radial Flawless Interface
    ------------



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  4. Using that formula I have worked out ~294 dps (Including misses) which isn't bad, but I am considing swapping Super Jump for Assault (An extra ~6 dps) and picking up one of the Assault Hyrbids (Assault core seems very good when it is up and would also give ~6 dps when it is down) to increase that even further.

    However doing the maths posed some questions:

    1 - Since BF lasts 10s (Which I assume starts when the animation ends?) will it always get the full benefit of double stacking itself? I think the animation will start during the buff period, but finish after it wears off.

    2 - Do I need to round up my gaps to the next 0.132s? (Not that this really matters because I know experience wont match close enough for the tiny numbers to make a difference, but I want to do it right lol)

    3 - Do I count 3 chances at Achilles' Heel proccing every 10s or 4? (I counted 3 for the DPS calculation)
  5. PrincessDarkstar

    Melee AT for me?

    Quote:
    Originally Posted by Kangstor View Post
    But SR is still better if you wanna skip defense power from TW. Only time TW, BS and katana may add to an SR on defense wise maybe when leveling and that is all. Ofcourse it is debatable if SR is really better as a set or not but that is entirely different argument.
    Energy being the better set (Especially for TW) was the point I was making though, honestly I think it is the only set easily capable of sustaining the endurance needed (Helped by Energy Drain being better than Power Sink).

    I can't even begin to think how a non-incarnated TW/SR would get through a fight.
  6. Quote:
    Originally Posted by Werner View Post
    For a decent approximation, figure out how many proc chances you have every ten seconds. Then multiply your DPS by this:
    (1+(1-.81^Chances)*.2)
    So if you have calculated 200 DPS before the procs, and you have 3 proc chances every 10 seconds, you'd do approximately:
    200 * (1+(1-.81^3)*.2) = 219 DPS
    To do it more accurately, separately determine the count for each attack, but most of the time it'll probably be so close as to not matter.

    Now, you have both procs. You have to calculate them separately since they stack with each other (but not themselves), so you'll end up like this:
    DPS*(1+(1-.81^AchillesChances)*.2)*(1+(1-.81^FuryChances)*.2)
    Thank you
  7. Quote:
    Originally Posted by SpyralPegacyon View Post
    Hmm. Is that a better chain than BF -> Vittles Strike?
    Yes, surprisingly.

    I think by 10% or something (Remembering when I saw it worked out years ago), so not huge, but significant. And it makes better use of -res procs.
  8. Quote:
    Originally Posted by Aett_Thorn View Post
    Do I want them to be Dominators? No. I think that a full blast set as a primary would be different enough for that, and then the secondary should be (for most secondaries) 4 melee attacks, 4 crowd control, and Build Up. Obviously, different sets would have different options for different feel, but I think that if they had gone with that formula instead of what we have now, they'd be better off.
    This still has the problem that if the melee attacks are good people will want to get close and use them, and if they aren't good then they have no use.

    If blasters are to be good in melee range then the primaries also need something to help with that, but then we are suddenly without a proper range damage AT.
  9. Quote:
    Originally Posted by Memphis_Bill View Post
    And there we go again. "X at vs Y AT." It's not a competition.
    Yes but if 2 AT's have massive differences in difficulty then something is wrong, especially as both AT's represent the most commonly picked AT's by new players.

    Also I didn't mean easier on the player, I meant easier as in takes less damage, does it faster etc. And I only use scrappers as the point of comparison because they effectively have the same role imho.
  10. PrincessDarkstar

    Melee AT for me?

    Quote:
    Originally Posted by Cheetatron View Post
    Im going to disagree since Energy is typed def, and TW offers melee def. TW is better paired with SR for effortless melee softcap, or a res set that has a damage aura and can really benefit from the added melee deense
    Energy doesn't need you to use the +def power, so can get the full benefit of the best possible attack chains.
  11. PrincessDarkstar

    Melee AT for me?

    Quote:
    Originally Posted by Easily_Noobed View Post
    Ok lets start with defensively, I like Electric Armor, Shield Defense, Invuln and Energy Armor. I'm not a fan of armor sets that obscure my costume badly or transform me into a big walking rock. They might be more powerful, but they diminish the best part of this game to me; which is not being like WoW and looking like everyone else.

    Offensively, I like the weapon sets (pretty much all of them TW I've not gone far with because I have a hard time pre-Momentum). I also like claws and would consider kinetic melee. Not a big fan of the elemental powersets and I would do MA/StJ if I knew there was some awesome benefit to it, but neither ever seemed. . . "boomy" enough or heroic enough.

    What's that leave me with?
    Well Electric semi obscures your costume, and Energy has invis which covers you when not in combat (And is too much of a key power to really skip) so I would rule them out.

    Invuln and Shield are both great sets though, and are both quite different in how you can build.

    With shield you can build for lots of recharge and lots of defence at the same time. You will therefore do a lot of damage (More than an Invuln on the same sets) and be relatively survivable, but when you do get hit it will hurt.

    Invuln needs building for defence and so benefits from weapon sets, but you aren't able to get as much recharge as you could on a shield if you still want great defence. So you will do less damage, but your survivability will be more reliable since you have resists and a heal underneath your defence.

    Claws is a great set with or without recharge, and you wouldn't go far wrong with either combo.

    All I know about Kinetic Melee is that the PBAoE sounds like you are punching a whale, so I can't help there.
  12. PrincessDarkstar

    Melee AT for me?

    Tankers can take more of a beating than brutes, in some cases quite a bit more because they have higher starting values. Brutes can reach the same levels as tankers, but they need outside buffs. However - most brutes are 'survivable enough' that it doesn't matter to most people.

    Scrappers do slightly more damage than brutes (Outside of saturated Fulcrum Shift), and are in turn slightly less survivable. Again I think scrappers are 'survivable enough' and aside from HP they start on the same numbers as brutes (Brutes get higher caps though, so take more advantage from being in a buff heavy team).

    Brutes also get a taunt aura though, which makes them better at holding and keeping aggro, only some scrapper sets get taunt auras. It is probably this that makes some people panic when a scrapper tries to do anything 'tanky' rather than a lack of ability (Plus sods law saying that if you try to show off on a scrapper you will get 1 shotted in front of everyone).

    There are outliers in all sets, but that is the gist of it.

    I should also mention that brutes have to build fury to get their damage, which means they start off doing quite low damage. Fury builds quickly enough, but I personally can't stand it and love the playstyle of scrappers.

    Oh also brutes get superstrength, the most overpowered set in the game, which helps their popularity over scrapper.

    The idea is that tankers win in survivability but lose in damage, scrappers win in damage but lose in survivability and brutes are in the middle on both fronts, but sadly the missed the mark and gave brutes a bit much damage, and the ability to get too much survivability as well. If you hadn't said that you want to do this stuff while on a team though I would have pointed you at a scrapper, it is only the higher caps that brutes have where I think they really win out.
  13. I went Tankermind on my Necro/Dark and used all 3 of the above methods.

    With the -tohit you can put out if you can get 20-30% personal defence you will be very survivable, then stack the recharge to get the good powers back faster, I frankenslotted powers like Fluffy to make him as effective as possible.

    I negated the alpha's with Fearsome Stare, then tried to get the aggro onto me (Presence pool) to help the pets stay alive. I mostly stayed in the middle of most mobs though to take full advantage of all the auras and heals.
  14. Quote:
    Originally Posted by Airhammer View Post
    see thats the problem.. I dont play with a calculator.. I play the GAME.. I can tell you that all my blasters can survive well and thats a function of me knowing how I have built them.. how to play them, knowing their advantages and limitations and utilizing my build optimally..
    You might not play the game that way, but it is a giant spreadsheet and things like survivability can be fairly easily interpretted by numbers.

    If a scrapper is 100 survivability and a blaster is 90 then you could say it is close enough and the different situations may make the way we worked that out wrong, but when a scrapper is 100 and a blaster is 5 there is definitely a problem.

    A basic SO level /SR scrapper that knows what he is doing gets 95% damage reduction against most mobs at 50, that is without factoring in resists and regen etc, a blaster might get 60% (Taking into account a base 50% chance to hit) and no amount of skill can change that, the only thing you can do is play in a way that you don't get shot at as often, which means you spend time not doing damage (Even if you find that fun most don't), or take on lesser challenges, or even just have lower expectations. If an average power takes a second to animate then you spending just a single second to move between every attack (Say ducking behind that wall, or clicking that inspiration) cuts your damage output in half, even though it may not seem it.

    Edit: I don't even need to see number crunching, just give me an actual example of how a specific blaster will stay alive in a certain scenario (IE: What powers will you use and what will they do), and I will show you a scrapper doing it easier (Low level doesn't really count because blasters are great until mid levels).
  15. Quote:
    Originally Posted by Yogi_Bare View Post
    I would like to see more secondary choices for Blasters:

    Kinetic Manipulation
    Stone (Earth) Manipulation
    Spines
    Martial Arts
    Street Justice
    Claws
    Thorns
    I think he meant that the secondaries were ****, rather than non-existant.
  16. Quote:
    Originally Posted by Airhammer View Post
    See this is opinion and conjecture because I can make arguments for Electric and Energy and many would argue that Ice is the best secondary as well.
    Ignoring the word best, I would love to see arguements (With numbers and facts) that ANY secondary aside from a high recharge /mental build can get comparible survivability to a scrapper.

    'I don't have many problems' is not an arguement.
  17. Quote:
    Originally Posted by Starsman View Post
    I can easily visualize a floating water ball caging an enemy in midair (hold), the enemy turning inside as he would with the Soul Storm power, only with a sphere of water as visual FX.

    I can also see a stabilized water sprout keeping you from moving (immob)
    All I see when imagining someone trapped in a ball of water is them suddenly realising it is water and just walking out of it. At least fire hurts.

    I can see landing a huge column of water on someone to keep them pinned though.
  18. Quote:
    Originally Posted by Memphis_Bill View Post
    Except, of course, that the wrong comparisons keep being made. "I can't play like a brute" .... well, you're not supposed to. Why do they have mez protection? Because they'd never get to 90% of the spawns in the game without it.

    Not necessarily, no. And I don't care about IOs or Incarnate powers. Frankly, I think they're a bigger part of the problem with the game as a whole.

    You haven't paid attention, then. That's not the "metric" used. They've talked a few times already about having scuttled that.


    I do have a similar ability to succeed. I have yet to run into something any particular AT encounters and sees as impossible to finish, running base settings (no, saying "+4X8" is not base) that any other AT can. In the same time? No, but that doesn't matter.

    ... funny, I seem to recall hearing people whine about how hard Mender Ramiel's arc is on their IO'd characters, when I've walked through just fine on SOs. And by the way, I tend to use SOs/common IOs for the majority of most of my characters lives.

    And yet I don't seem to have these surviviability issues or other complaints. Perhaps because I'm not trying to say "My blaster has to do this like a brute!" or seeing myself in "competition" with other ATs for some silly reason.

    When did ATs not have enough damage to solo? Not "Solo fast enough for Miladys_Knight's taste," not "Solo fast enough to end any mission in 5 minutes," but solo? I seem to recall soloing with *every* AT all the way back in Issue 3. Was I rounding people up to pre-load the map for 6-8 people on my controller? Of course not. That doesn't matter.

    No.


    Like I've said, sure there are little tweaks that can be done here and there, like on snipes and nukes (and I still feel Judgement needs to be severely dialed down in non-Incarnate content.) But that's vastly different than "the entire AT needs to be reworked." Especially when, again, the argument against it is basically "it's not X AT."
    You basically said that the blaster is 'ok' if you play at the easiest setting, which is true, but every other AT can scale the difficulty up higher with less effort.

    It shouldn't perform 'like a scrapper' but it should be able to do 'the same as a scrapper', in more or less the same time (Comparing them to brutes is silly because brutes are closer to tanks and we all know they do too much damage). And doing it in the same time matters massively, because if a scrapper is killing twice as quick he is earning twice the xp/inf/drops/etc.

    I think you are mis-interpretting what people mean when they say it can't compare to other AT's. Nobody seriously wants massive passive defence on a blaster, every suggestion I have seen has pretty much been for active mitigation and increased damage to allow them to perform at the same level as other AT's, not in the same way.
  19. PrincessDarkstar

    Melee AT for me?

    Quote:
    Originally Posted by PRAF68_EU View Post
    Oh, and nothing makes you look stupid more than spending 3 seconds swinging at a dead mob.
    Spending 3 seconds swinging at a mob which has ran a long long way away and THEN died was something I experienced an awful lot.

    I ended up getting so caught up in trying to make sure I had Momentum that I kept forgetting I needed to use Power Sink to regularly top my end up and ran out of power. But if you do get on well with TW it is an absolute top set.
  20. Human Torch can't be a blaster. When I watch the movies I want him to die, but he never does.
  21. I have looked at dropping the f/c to 45% but only 2 powers are really slotted for that type of defence and that is pretty much the best slotting those powers can take anyway so I decided against it.

    I have however managed to wiggle a tiny bit of net recovery (Swapped a LoTG: Def for a Def/End/Rech) and re-ordered my powers to be more exemplar friendly. I also picked Melee Hybrid which I plan on using like an extra heal boost, though switching to one of the assaults will be an option.

    The one change I am still pondering (Thanks Nihilii) is switching Ring of Fire for Vengeful Slice which gives me the Attack Vitals combo when I am exemped, but I lose 5% recharge meaning the gap in my attack chain gets larger and I don't know if I will exemp enough to make up for it. I also quite like the utility of having an immob so am likely to keep it as is.

    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    DB EA: Level 50 Magic Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Energy Aura
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Power Slice -- SScrappersS-Rchg/+Crit(A)
    Level 1: Kinetic Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(13)
    Level 2: Ablating Strike -- Hectmb-Acc/Dmg/Rchg(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5), Achilles-ResDeb%(7)
    Level 4: Power Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(23)
    Level 6: Typhoon's Edge -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(48)
    Level 8: Blinding Feint -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(9), SScrappersS-Acc/Dmg/Rchg(9), SScrappersS-Dmg/EndRdx/Rchg(11), SScrappersS-Acc/Dmg/EndRdx/Rchg(11), T'Death-Dam%(13)
    Level 10: Entropic Aura -- EndRdx-I(A)
    Level 12: Dampening Field -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/EndRdx/Rchg(45)
    Level 14: Combat Jumping -- SW-ResDam/Re TP(A), DefBuff-I(15)
    Level 16: Energy Protection -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(25)
    Level 18: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(19), HO:Cyto(19)
    Level 20: Energy Cloak -- LkGmblr-Rchg+(A), HO:Cyto(21), HO:Cyto(21)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
    Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(42)
    Level 26: Sweeping Strike -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(27), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Dmg/EndRdx(29), Armgdn-Dam%(29), FotG-ResDeb%(31)
    Level 28: Energize -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(34), Panac-Heal/Rchg(36), Panac-Heal/EndRedux/Rchg(37), Panac-Heal(37), RechRdx-I(37)
    Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
    Level 32: One Thousand Cuts -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34)
    Level 35: Energy Drain -- DefBuff-I(A), Efficacy-EndMod(36), Efficacy-EndMod/Acc(36)
    Level 38: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(40), HO:Ribo(43), HO:Ribo(46)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
    Level 44: Char -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(50)
    Level 47: Ring of Fire -- GravAnch-Immob(A), GravAnch-Immob/Rchg(48), GravAnch-Acc/Immob/Rchg(48), GravAnch-Acc/Rchg(50), GravAnch-Immob/EndRdx(50)
    Level 49: Super Jump -- Jump-I(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(46)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(43)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 50: Agility Core Paragon
    Level 50: Pyronic Core Final Judgement
    Level 50: Cimeroran Core Superior Ally
    Level 50: Rebirth Core Epiphany
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spectral Radial Flawless Interface
    Level 50: Melee Core Embodiment
    ------------



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    Can anyone else see any tweaks or have any comments? Particularly does Spectral Interface do a decent job of stopping big stuff running away if you have a fast enough attack chain?

    Also does anyone know how to calculate the effect the -res procs will have on my dps?
  22. Quote:
    Originally Posted by Alekhine View Post
    Ok, the easy answer to that is. If is it being based that 'x times tougher' = x times the survivability. There has to be more to that than the simple CoH buzzword of mitigation.
    I am not seeing this 6-10 times the death rate for blasters.
    Not for myself, or for people I normally team with. Just last night, I was on a team with a relatively new player, that was being a blaster. After running many +4/x8 missions, I think this player may have died 3 times. And, I am talking about someone that has played 3 months max, that I had never teamed with before.

    I still think that this 'broken' word is being exaggerated.
    Or there are some unrealistic expectations of what blasters should be.
    If you are expecting a blaster to solo a +4/x8 map. Be able to stand there, in a group, go get a sammich, come back still living. Perhaps the blaster AT is not for you. Yes, I realize that was probably an exaggeration on my own part.
    You still haven't given me any idea what mitigation I am missing other than hiding behind a team, which any AT can do and stay alive.

    The bit you are missing is that because the blaster is too squishy to do anything particularly risky they wasted a lot of their potential damage by not being first to attack a mob. Or if they were then you had a good steamrolling team who destroyed the mob before the alpha came back, a great tank, or buffs/debuffs to keep the blaster alive.

    Blaster powersets have very very few powers designed to keep them alive, I think scrappers are probably the AT they should be closest too (Both designed to be high dps classes) and blasters aren't in the same survivability league as scrappers. Even a regen who only takes the passives probably has more survivability that most blasters.

    As for 6 times more survivable, which I am sure was a random number plucked out of the sky, the best a blaster can hope for is capped ranged or capped s/l, most scrappers can cap all positions which is immediately 3 times as survivable, then add in resists and higher hp and the gap widens quite easily quite quickly.
  23. PrincessDarkstar

    Melee AT for me?

    You mention pulling Siege, so scrapper is out really. Not because they can't, but because your team would have a fit when you say you will try.

    That leaves brutes and tanks (I know stalkers are good now but I still don't count them as they are 1v1 specialists and you don't seem to be after that). Tanks don't do a great deal of damage and only certain combo's are going to let you get through +4/x8 quickly, so a brute is probably your best best.

    The tricky part is deciding what sets to play, and a lot of it depends on your preference because with enough investment most combo's are capable of anything. SS/Fire is the goto choice for farming, but has surprisingly awesome single target damage and is actually under-rated in the rest of the game, but Rage crashes and some people hate that.

    Other great choices which can go with any secondary* (My opinions) are fire melee (Great compromise of st and aoe), electric melee (Great aoe, poor st but gloom can help a lot), dual blades (Fun and good st + aoe which works on low recharge), claws (again nice aoe and st) and war mace.

    If you plan on picking a resistance based secondary like electric then you can get extra help from certain primaries, katana, broadsword, staff and titan weapons have powers that increase your melee defence, which can help you survive greater odds, but personally I find katana and broadsword light on aoe. Titan Weapons has pretty much everything, but I had endurance issues on a tw/elec scrapper so it doesn't work for me personally, and I don't know about staff other than it looks stupid.

    For secondaries you can't really go wrong with any of them, though regen takes a certain playstyle and fire gives up a lot of survivability to cause more damage and relies on its heal. As mentioned the resist sets work great with a primary that gives +def (As does willpower) and the defence sets go great with anything.

    From what I think you want I would suggest one of:

    SS/Fire
    SS/Elec
    SS/Shield
    DB/Elec
    DB/Energy
    SS/Energy
    TW/Energy (Possibly the combo that has the most overall potential)

    I should mention I have no idea what Street Justice is capable of.

    *DB and claws cannot be paired with Shield.
  24. Quote:
    Originally Posted by __Tru__ View Post
    At single target damage?


    Ultimus, stone/shield brute is effective and fun. Decent against large groups and really strong vs 1 or two targets. Knock up and knock down can really neutralize almost perma juggle bosses.
    I think factoring in having enough endurance to actually run the TW attack chain it is very good, but I don't know about the best.

    The main problem with attack chains on Brutes is that Gloom pushes it very unfairly against the weapon sets, and secondary plays a big role as well (Looking at fire armor in particluar!).

    Taking all powers into account I think SS probably does put out the best ST damage, but only if KOBlow is the only power you pick.
  25. Quote:
    Originally Posted by Alekhine View Post
    Exactly how do you equate this 'x times tougher' you are talking about?
    By taking the average mitigation of a scrapper or other AT and comparing it with the low to zero mitigation most blast sets have?