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The stealth IO isn't as good by itself. You need the stealth power or SS to move around with ease. You can keep the stealth power in at 49. It supressed should still keep you at soft cap. (This is based on you saying you had 44.1 with it turned off) Your claw attacks don't used that much end so you should fine in normal situations. I'm not near mids right now but did you see how much more or less run speed you would get if you put that extra slot on quickness on sprint? I know stealth makes you run slow.
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Quote:You can't go wrong pairing DB with any set with a taunt or dmg aura. Being able to get all the mobs together allowing you to let loose on multi targets at once is lovely.Thanks for the quick replies. WP, SR, and Invul seem the best for me so far.
My personal fav is db/invul since herding them close to you gives you a def/to hit buff.
WP is good too for the same reason except its a regen buff. The taunt is rather weak but still works. Its almost a non issue if solo.
DB/ela is cool. All that sapping and slashing going on at once rules. The downside is they run way too much for my taste.
Db/fire is dmg dmg and more dmg. Nuff said.
DB/DA gives you all kinds of control. Just be mindful of the endurance issues. -
Quote:SoW is the power that can be used as a breakfree. It works on romi's rez stun but not strong enough for Ghost Widow's soul storm.Sorry [I'm saying that alot] I'm thinking of another toon which has Inv and I use Unyielding that way. And if unyielding can't, then it has a really good placebo effect on my game.
And it's her that has the toggle issues. I don't think any of my [numerous low-level] WP toon have any end problems. -
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Quote:Dang. When was this? Its been a while since I played my BS alts but I would have noticed this with shadow maul and 1KC.Correct. Melee cones were having problems hitting targets when the target or user were moving. That was fixed.
Then, all of a sudden, people were hitting entire rows 20+ feet long of enemies with Shadow Maul, Head Splitter, and other 7' cones. The fix to that seems to have caused the bug with moving targets to resurface. -
Quote:Quality. I first looked at blasters as QBs. I see your point, though.Scrappers are versatile. They are the fullbacks & TEs on O who can block, run with or catch the ball. They are safeties and LBs on D who can protect against the run or pass.
Tankers are the big uglies. DL and OL.
Blasters are "skill" positions. WR, RB (blappers) & Corner. They're specialized, but the best are also versatile and can block and play run support.
Controller's the QB. They direct the action from far back, relying on the tankers & scrappers for protection, blasters for "scoring", but the really good ones can scramble & score on their own just fine.
Defenders are the backup QB that half the fanbase thinks should really be starting, but rarely gets the big Nike endorsements or supermodel GFs. -
Grr... Enough already! A tread asking a simple question is turning into a pointless debate of irrelevant opinions that are weighed solely on where you live what you grew up on. No one will win the argument of football vs rugby no sooner will a power set win a set vs set debate. Who cares if you like rugby more then football. Or football more than rugby. That wasn't the question.
Dang. Getting me aggravated over what supposed to be a happy go lucky thread. -
Nope. The ones that have plaques in the higher level hazard zones are restricted to the old entry level of that zone. You can still read the plaque but you won't get credit until you reach that level. So that pretty much rules out all of them but eye of magus and conspiracy theorist since they don't need history plaques. Also atlas since the hazard zone with the plaque is a low level one.
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I don't know much about rugby but I'm not playing or watching any sport played by men with nothing but a shirt on.
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In the spirit of football season, a thought came to mind. "If my scrappers played football, what position would they play?" I would consinder mine as wide recievers that aren't afraid to cut across the middle to make a play. Not to mention return a few punts for touchdowns.
So, my fellow scrapper players, what position would your scrappers play? -
Quote:I can't say one is a better choice then the other.Good input here. What are the highest level regular mobs that give us the most trouble? Maybe Council, Nemesis, Malta and Crey? In that case, if I'm understanding correctly, it sounds like /Ela is the better choice. Thoughts?
Malta. with /ela, you will laugh at sappers but you would need some pretty good def to deal with the onslaught of dmg comming in unless they are in close range and you end drain them. With /WP, you will have to take the sapper out quick but you will be able to deal with the dmg a little better allowing you to take the others out at your leisure. Both need to watch those gunslinger bosses.
With council, the biggest pain when I'm on my /WP are them marksmen that cause slow. Take them out and the rest is cake. With /ela, ignore the marksmen, drain everyones end, take out the hardest hitter, then finish the rest off. At times, there is more then on hard hitter and that can be a problem.
Carnies? They both lol @ carnies but for different reasons. Except for the ring mistresses. That would be /WP's bane. They can shut your regen and recovery down and are hard to take down.
Nemesis. /Ela would have to be more mindful of the oncoming dmg. /wp, not as much
Arachnos. Toxic dmg to /ela is doom outside of power surge. Arachnos has a lot of it. Not as much as valz but enough to tick you off if that's a noticeable hole in your armor like in /ela.
Its the same for the different praetorian mobs. One will own one mob and struggle vs another.
I Will say /wp is easier to play and /ela is more like /regen as far as needing to depend on click powers and learning when to use them. Also, the dmg aura on /ela is gold. A lot of people take it after stamina, I took it when it opened and didn't regret it. -
Its funny comparing the two sets. In a nutshell, what one set is good in, the other one isn't.
WP has
1)some def (type)
2)res (mostly s/l, psi)
3)high regen
4)higher max HP
good recovery but no res to -end or -recovery
5)res to all mezzes.
6) No slow res.
7)A non ehancable recharge teir 9 that has a light crash and small res to all increase
Ela has
1)No def
2)a higher res% to s,l,e (cap), lower to neg, and non to toxic. Res to psi is pretty good.
3) dmg aura
4)protection vs -rec and end drain
5)a tier 9 that causes an aoe hold before crash (hard crash)
6) a power that drains end and gives it back to you
7) a click heal that raises regen and cuts end usage for a short time.
8)Situational KB protection (only works on the ground), no fear or confuse res
9)A power that grants +rech and res to slow.
So... It comes down to what you want to do and what mob you want to be able to laugh at. Right now, my DB/ela is laughing at the cobal at lvl 29 without even being nrg capped yet. (Taking the other armor at 30) -
Quote:You can always join a sewer team. I already know someone who got their spine/ela to 50 by doing sewer runs. Took them 10 days.I would suggest finding a decent AE farm team and lvling the character to the low 20's when he can...
Oh wait. Scratch that.
Yep. It's going to be a slow and painful road to the mid-20's when your powers will finally synergize to a point when you feel powerful. Until then, choose missions carefully based upon enemy group and mission goal. And, of course, teaming will always be faster and more fun than soloing at the early levels. Even a bad pick up group is at least an adventure! -
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I did this over the weekend with my lvl 29 DB/ela scrapper and helped the friend who helped me get it on his lvl 17 claws/ela. The coolness of being able to get those weapons early deffently beats out being able to get the red cap daggers early.
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Quote:I took energize at 20 and stamina at 22. No regrets. I wanted 3 slots in energizeAlso, Elec armor (nowadays) doesn't really get good until you can get Energize. Scrappers get it at 20. I wouldn't pick it over Stamina, but if you have sufficient end redux slotting (which you seem to have) Energize's -end cost aspect can hold you for 2 more levels till stamina. The fact that the times you'll be needing the heal the most also matches up pretty well with when you'll need the additional endurance management is a good boon. Really, don't fret too much until you get to 22 and can slot SOs. Before then, just make sure to carry plenty of inspirations and don't get in over your head.
~WP
for 3 recharge SOs at 22. I didn't miss stamina those few levels as much as I would have missed being able to heal. -
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I made a speester concept with DM/SR. I put in a few GotA Def/run speed IOs combined with quickness, swift, and sprint all with run speeds in them and it was a wrap. I later switched swift with hurdle for a little more jump height, put in a stealth IO in sprint and got super speed and can't be seen as well as hitting the speed cap. Even with concept in mind, still hit soft cap def. It actually fits. Moves so fast, you are to see. Even if you are seen, your speed makes you hard to catch and attacks easily miss.
I would give elm/SR a try. With LR in the mix, it sounds like total fun. -
Go to options under keymaping and look for "select target", "farthest target", and "nearest target". You will be able to pick any key on your keyboard to do those task. Actually, they have pre set keys already but I can't remember what they are because I always change them.
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I grew up on street fighter 2. E honda's 1000 hand slap and chun li's kicks where my favorite so shadow maul is a must have for me. Jump in a mob, soul drain, DC (if you have it), then shadow maul the most clustered area of the mob.
I had ToF on my DM/WP for a few levels. I got it to deal with them hard stabbing Red Cap Bosses (thanks for that tip, BrandX) then did a respec when I noticed I didn't need to use it a lot. The same with DC (didn't need it).
It all depends on your playstyle for what tactics are best. I've gotten lazy on my DM/WP now and won't run all over the place finding things to kill. So, I hit the epic pool for some range action. Fire off a shot to the middle of a mob, then go around a corner to make them all come to me. Actually, I found that herding tactic the easiest way to line the mob up in the shadow maul cone. The downside of that is the chance that you won't get as many in soul drain range. -
Take a look at the slate and metal thorn options. Those two kick the door open for a wide range of concepts.
Depending on the uniform and color, they can be made to look like you are wearing an armor with them attached instead of them looking like they are comming out of you. So many choices from that concept alone. This could take hours without a base idea. -
Umm yeah... No. Please don't spark a " /set is the best /set and no point to ever pick up anything but /set" topic. The truth is when you learn and play all of the sets, IOed or SOed, there will be a time you will be in a situation that will have you thinking you wish you had your */other set. You might want to look back a few months. The /wp debate has been talked into the ground. All the advantages and dissadvantages of it vs other sets have already been covered. Every set has a worst nightmare.
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Well that sucks. In that case, use WW as a day job. You can get charges for the tp power to take you to any WW you want from any location. The O portal would have only taken you to one zone of use for posi TF and the WW porter will take you to 2. The kicker is I think you max out at 10 charges and it has a 15min recharge.