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Quote:Not to mention that leave DEbuffing defenders behind.Oh, this rubbish again? You do realize that if we could do this that it would be like the prenerf Regen Scrappers again, right? Imagine a bunch of people running around with regen similar to Regen's panic button, 24/7; more defense than a SR scrapper; endless endurance, full mez protection, and the ability to more or less use their Tier 9 Nuke as a part of their standard attack chain? Because that's what a self-buffing Empath can pull off.
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Quote:Heh. Another dramatic difference of opinion.Claws/Regen scrapper is, in my opinion, the best low-level character. A good selection of attacks by level 8, quick recovery at level 4, and a couple self-heals. It lacks status protection, but at that level the enemies with tough mezzes are few and far between.
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Quote:Don't let it deter you -- the Internet is like Mos Eisley; you will never find a more wretched hive of scum and villainy.Unfortunately it does put me off posting further for advice, in case my lack of knowledge on TAs and/or bad wording creates another bad reaction.
You've been scrupulously polite so far. Unless the negative rep was accompanied by a comment, you'll never know why you got it, if there even was a rational reason (or a rationalization, heh). Brush it off.
If all your posts are as complete and polite as those in this thread, any negative rep you get in the future will just be lost in the sea of positive comments. -
So far it looks like opinions are all over the map on this issue. That's probably a good sign, that many builds seem appropriate for this. I'm surprised to see Blasters get recommendations, but that's why I solicited opinions.
edit: Doesn't the end cost of Hot Feet slow Fire/Rad at this level? -
About Oppressive Gloom. Some folks prefer the fear aura (whose name I forget right now); I don't...but probably take one or the other, the mitigation is only against minions but it's surprising how good that is. It represented a definite threshold in what I was able to survive.
Slotting should be minimal -- this is one power that works great without much investment. End cost is negligible in Op Gloom, not so in the other aura. One Acc will do fine (because the duration keeps being reapplied if you stay near the enemy) until you've got everything else slotted, then you could slip in a few slots and frankenslot acc/stun IOs, or two Stupefy for the recovery bonus. -
Perhaps it's also named Temporary Invulnerability so that, when you've faceplanted, you can't complain to the Devs. "But I can't lose, I'm INVULNERABLE!"
"Temporarily invulnerable, sorry." -
Well, here's what I settled on.
+---------------------------------------------
+ Built with SuckerPunch's Online Planner
+ http://www.cohplanner.com
+---------------------------------------------
Level: 50
Archetype: Scrapper
Primary: Spines
Secondary: Dark Armor
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01 => Dark Embrace
01 => Lunge
02 => Spine Burst
04 => Murky Cloud
06 => Combat Jumping
08 => Impale
10 => Obsidian Shield
12 => Hurdle
14 => Super Jump
16 => Dark Regeneration
18 => Health
20 => Stamina
22 => Quills
24 => Death Shroud
26 => Ripper
28 => Build Up
30 => Kick
32 => Throw Spines
35 => Oppressive Gloom
38 => Tough
41 => Conserve Power
44 => Laser Beam Eyes or Physical Perfection
47 => Energy Torrent
49 => Hasten (this will have to be unslotted if I six-slot Energy Torrent)
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Some thoughts:
For leveling, one end reduction and 3 resists into Dark Embrace and Murky Cloud and Tough; Obsidian Shield gets only one end reduction for now, as its resistance is only Psi and fairly rare, and you're hard up for slots. When you plan out the final IO build you can throw 4 slots into Obsidian Shield for set bonuses (all four resisitance shields should get Reactive Armor if you're going for defense, Impervium Armor if you're going for endurance, or you could stick in a 5th slot and go Impervious Skin for recharge or Aegis for defense and more Psi res). Don't forget one of the res armors gets another slot for Steadfast unique if you're pumping defense.
Attacks I would simply frankenslot for best values. Six slot all the attacks you can (although I carried four slots on Lunge for a long time so I could concentrate on the area attacks). Later you can throw 3-4 Obliterations or Eradications or Sciroccos into the PBAoEs for set bonuses, but watch your end consumption, some of those sets have poor endurance reduction.
Slot dark Regen for end and recharge mostly. Failing to slot end reduction in this power will KILL your blue bar; failing to have it available often will kill YOU. It'll heal you 90% from three enemies, so it doesn't really need heal enhancement except for single AV fights; it can also to an extent work without much accuracy enhancement, since you only need to hit three out of a crowd. The TOE +end proc is game-changing but very hard to acquire (I think people simply aren't letting them out of their own hands, mostly).
Like its Claws analog, Eviscerate, Ripper is a slow flip -- slow enough some players don't like it. But you're short on single-target attacks in the set, and Ripper can be used like one (although it's a melee cone that can hit five) and it's your hardest-hitting attack. It also does knockdown, which is very nice. So take it.
My build puts the all-important PBAoE damage auras right after Stamina, when you can afford to run them. Which one first doesn't matter, but Quills crits and Death Shroud does not, so I chose that order. Slot those babies up -- conventional wisdom is right in saying they do a huge chunk of your overall damage output, and they never take any of your attention or precious animation time. You'll be lethal to approach.
Conserve Power is a good insurance policy for this build, since end is always a possible concern. You could get Weave instead of investing heavily in the Ancillary pools, if you are building for defense.
If you can fit in a Winter's Gift slow protection IO it's probably smart, since you depend on recharge to bring your big heal back up. Any travel power will do of course; I picked SJ for my character, but Teleport is sort of an attacker's power (good at bypassing ranged fire and going right into melee, harder to use when running away). It can be funny if you hit Build Up, T-port into the crowd, and Spine Burst.
Enjoy! -
Quote:No. Dark Regen is the best heal in the game and your primary tool for staying alive. It's already doing several things that benefit from slotting: it costs a metric ton of endurance, and you want it back as soon as possible, and it has to hit, and it heals (this last is the least important value to slot for). Plus if you're of a mind to spend, there's a fantastic porc IO for it: the Theft of Essence chance for +end.Wow excellent guide John, just what I've been looking for, thanks!
20-25% defense you say? Any idea how this is done? I'm guessing the Steadfast unique would be in there, but other than that...
EDIT: I've noticed something, Dark Regeneration actually has 6 different damage procs available to it, would it be worth slotting a couple of these into it for a chance for some extra damage?
Exactly how to slot it is the subject of some debate, but it's too valuable as a heal to slot damage procs into it, especially considering you already do oodles of damage. -
Quote:I've extensively studied what IOs exemplar down like this (I do a lot of exemplaring) but I always forget or get mixed up after a few days. :PWell, with some IOs, like the +Stealth IOs and the unique procs (Miracle and Numina's) It simply doesn't matter what level they are. If you have a Miracle +recovery in Fast Healing it will function at level 1, even if the enhancement is level 40, because the power it is in is available.
Luck of the Gambler +recharge is the opposite, you get the bonus if you are within 3 levels of the IO itself, whether the power it is in is available or not. So, if you took Combat Jumping at level 24 and put a level 25 LotG in it, it would function down to level 22, but any lower and it would stop working.
I'm not sure which category KB Protection IOs fall into, perhaps someone else can clarify?
Quote:Edit: A Rad/Anything defender is pretty good at level 10 too. At that level the damage difference between them and blasters isn't that apparent yet, and the Rad side gives very good survivability against most things you will encounter that low.
What about Dark/Regen Scrapper? Shadow Maul also gets 5 targets and the debuffs might help. And Siphon Life would be available at 10, with one slot. -
I've been on Guardian a lot, but in between forming Task Forces (today is Wednesday; I've run 4 this week) I've been lying low to craft and marketeer. Frequently someone pops onto one of the global channels and complains that things are deserted and it's hard to find anyone to team with or talk to. Immediately a whole bunch of previously-silent people agree.
Heh.
Whenever I start a Task Force it fills up; whenever I start a PUG I get some folks (though not as many).
Whenever I decline to do so, I see people complaining that they can't find a team leader to hire them (and apparently can't form a team themselves). If I didn't know better, I'd think I'm carrying the star for the whole server. :P -
Some IO recipes are more useful/valuable at lower level. Is Issue 16 going to change that by allowing set bonuses to exemplar down better? Even if so, there's some use for a level 10 or 15 IO in leveling up that you can't get from a level 50 IO even with exemplaring.
Most play and most farming takes place at higher levels, though, and the random rolls (tickets and merits) generate recipes at the character's level.
So in theory there would be some benefit from a low-level character rolling with tickets and/or merits.
Low-level characters have trouble plowing through enemies and racking up rewards, though. No Stamina, few slots, incomplete attack chains, defensive weakness.
So, if I were to make such a character, say, turning off experience at level 10, to get bottom-level IO recipes on my rolls...what AT and powersets would perform best at level 10 with few slots? Probably mostly soloing?
My first thought is a Regen Scrapper. Some durability, and you get Quick Recovery to really help with the endurance issues. Likewise, Fast Healing and reconstruction should put Humpty Dumpty back together again between spawns with less downtime than many other builds.
Fire is another choice for secondary -- Blazing Aura will help mow down mobs, and the self-heal is nice. But the lack of any endurance recovery power would slow you down more than the aura damage makes up for, I think.
In Architect missions, one wouldn't be unduly troubled by the lack of a Travel Power (if a Travel Power were crucial, a Peacebringer might make a better level 10 choice).
But what primary to pair with Regen? At first I leaned toward Fire, because you've got to defeat everything and Fire is very efficient at damage. But looking at the powerset tiers, I see that a Fire Scrapper doesn't get much AoE potential at that level -- Fire Breath with one slot at level 10.
So my thoughts turned to Claws and the swords. Claws gets Spin at 8, so you could 3-slot it by level 10. 3 slots isn't stupendous, but Spin is without doubt the best AoE at that level.
The swords would just get their parry power at level 10, which would help make the character tougher. Flashing Steel is available at level 4, and could be fully slotted, recharges in 6 seconds (vs 8 for broadsword's Slice, 16 for Spine Burst) but does slightly less damage than all the other melee AoEs.
Any thoughts? Claws, Katana, or something else?
Am I even in the right AT? I see that Blasters start out relatively powerful...would a Blaster be worth forgoing Regen's advantages?
Thanks!
edit: and about filling those slots...I know we can't expect too much at level 10. Are level 10 SOs available anywhere? Or should just dig around in WW for some cheap frankenslotting of level 10 set IOs? -
Quote:Concur with these -- especially earlier Taunt if you're taking so few attacks. And Brimstone is beautiful at decent graphics settings; it flows.I would put Crystal Armor later, Taunt sooner and fit in Brimstone Armor. OP likes the look of new armor, so I would put Brimstone in to complete the set.
Furthermore I wouldn't skip Incinerate, one of your two big hitters and surprisingly endurance-efficient, to take Char or Fireblast.
Quote:Also I took TP Foe in place of Recall Friend. I hardly ever get to a mission first, but TP foe allows me to pick the enemy off one at a time.
Isn't the purpose of Granite to wade right into the biggest seething mass of death-dealing evil you can find? -
My only problem with Fire/Kins is actually teaming with them. Some are fine, but there are a lot of self-centered poor players attracted to the combination's reputation.
Plus not everything on earth needs Fire Cages around it all the time, ok? -
Quote:I love a good Invuln build, but I'm a little confused by this. Are you saying DEFENSE is soft-capped and S/L RESISTANCE is hard-capped? That would make sense.I'm pretty much in the Invun camp and would suggest that, my main toon is soft capped in everything but psi and Hard capped in S/L with perma rage, he's just as unkillable as my Stone tank
I'd like to see that build; I've gotten to the soft-cap on everything but Fire/Cold defense which is high but not soft-capped, but it took most of my powers and slots to do it without crippling my offense. -
Well, I planned out a build I liked, but was deterred when I looked at acquiring the IOs in the market -- not only are the prices staggeringly high even compared to my bankroll, currently at its all-time high, but many of the ones I need multiples of are not currently available and only sell every few days, so it would take weeks to assemble multiple sets even if I outbid everyone.
So I could make a long-term project out of it, zeroing out my cash and spending a lot of nights fruitlessly checking the sales, then even more time assembling salvage and crafting. I might yet try that, but so far, it has been too onerous to start. -
Quote:Shields gets the global damage bonus from AAO.I don't know what is better for tanks Shields or SR. SR's scaling resistance is the only thing it has going for it really
Super Reflexes gets the global recharge bonus from Quickness.
Damage is great, and it's also new, which makes it feel fresher. But 20% global recharge before slotting a single IO isn't trash either. -
Does Shield Charge benefit from accuracy? I think it's a pseudo-pet.
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My Shield/Axe Tanker uses the knockdowns from the Axe attacks as mitigation. So far I only have 3 Axe attacks, and I do not yet have a continuous chain. Furthermore, the knockdown is not 100% reliable.
If I chain all 3 attacks, I am likelier to get a knockdown to occur, but all three could knockdown -- and knockdown that occurs while an enemy is down is wasted. He stands right up after the chain ends.
If I pause between attacks I am actually better able to keep him knocked down consistently, because IF an attack KDs, I can wait and try to KD him again when he stands. If it does NOT, I can immediately spam another attack to see if that one gets him down.
Clearly this is not competitve DPS I'm talking about, and maybe improved slotting and stronger defenses will render it moot --I'm 23 at the moment.
But sometimes I Brawl in between Axe attacks while waiting for the enemy to get back on his feet. Brawl does terrible damage -- but it doesn't force redraw, unlike Kick or Boxing. In theory, if it was slotted up a bit, I'd be gettig better mileage out of using it between KD-type attacks.
I realize this is speculative, just trying to think outside the box(ing) a bit. -
It's worth noting that there's a set called Kinetic Crash AND a set called Kinetic Combat. You want Kinetic COMBAT for typed defense.
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Quote:You can get almost the equivalent of that with 5 slots and the right 5 Doctored Wounds at level 50 -- counting the set bonus to recharge, it comes in at 97.5% healing and hit point boost, 93% recharge (88% enhancement plus the 5% set bonus), and 47.7% end reduction, plus other small set bonuses. AND you save a slot. And you get that 5% recharge bonus globally.Dull Pain needs to be six slotted. It also needs the equivalent of 3 recharge SO's, and 3 Healing SO's.
Because of the ED cap, you could add 2% to 5% more recharge with that sixth slot, if you can't think of anything better to do with it. -
I don't know -- but thinking about the combo is giving me flashbacks to Big Trouble in Little China.
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I think the mechanical differences between the two sets are small enough that your opinion of the coolness of particular custom weapon models should outweigh them, and you could pick whichever looks cool for your concept without worrying about the other set being marginally different.