Sailboat

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  1. I'd like some additional eyes to look over this build and suggest possible improvements. This is a general-purpose Claws/WP Scrapper.

    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Proposed Build Level 50 Science Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Willpower
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Swipe -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(46)
    Level 1: High Pain Tolerance -- Numna-Heal/EndRdx:35(A), Numna-Heal/EndRdx/Rchg:35(3), Numna-Heal:35(3), Heal-I:50(46)
    Level 2: Slash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(7), C'ngImp-Acc/Dmg/Rchg:50(7), Achilles-ResDeb%:20(9)
    Level 4: Fast Healing -- Numna-Heal/EndRdx:35(A), Numna-Heal/EndRdx/Rchg:35(9), Numna-Heal:35(11), Heal-I:50(46)
    Level 6: Spin -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(11), Erad-Acc/Dmg/EndRdx/Rchg:30(13), C'ngBlow-Dmg/EndRdx:35(13), C'ngBlow-Dmg/Rchg:35(15), C'ngBlow-Acc/Rchg:35(15)
    Level 8: Mind Over Body -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(17), RctvArm-ResDam/EndRdx/Rchg:35(17), RctvArm-ResDam:35(19)
    Level 10: Indomitable Will -- LkGmblr-Rchg+:25(A)
    Level 12: Follow Up -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(21), KntkC'bat-Dmg/EndRdx/Rchg:35(21), Mako-Acc/EndRdx/Rchg:50(23), C'ngImp-Acc/Dmg/Rchg:50(23)
    Level 14: Boxing -- KntkC'bat-Acc/Dmg:24(A), KntkC'bat-Dmg/EndRdx:20(25), KntkC'bat-Dmg/Rchg:23(25), KntkC'bat-Knock%:22(27)
    Level 16: Rise to the Challenge -- Numna-Heal/EndRdx:35(A), Numna-Heal/EndRdx/Rchg:35(27), Numna-Heal:35(29), H'zdH-Heal/EndRdx:35(29)
    Level 18: Tough -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(31), RctvArm-ResDam/EndRdx/Rchg:35(31), RctvArm-ResDam:35(31)
    Level 20: Quick Recovery -- EndMod-I:50(A), Efficacy-EndMod:50(33), Efficacy-EndMod/Rchg:50(33)
    Level 22: Weave -- LkGmblr-Def/EndRdx:35(A), LkGmblr-Def/EndRdx/Rchg:35(33), LkGmblr-Def:35(34), LkGmblr-Rchg+:35(34)
    Level 24: Focus -- Thundr-Acc/Dmg:35(A), Thundr-Dmg/EndRdx:35(34), Thundr-Dmg/Rchg:35(36), Thundr-Acc/Dmg/Rchg:35(36), Thundr-Acc/Dmg/EndRdx:35(36), Thundr-Dmg/EndRdx/Rchg:35(37)
    Level 26: Eviscerate -- Erad-Dmg/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(37), Erad-Acc/Dmg/EndRdx/Rchg:30(37), C'ngBlow-Dmg/EndRdx:35(39), C'ngBlow-Dmg/Rchg:35(39), C'ngBlow-Acc/Rchg:35(39)
    Level 28: Heightened Senses -- LkGmblr-Def/EndRdx:35(A), LkGmblr-Def/EndRdx/Rchg:35(40), LkGmblr-Def:35(40), LkGmblr-Rchg+:35(40)
    Level 30: Maneuvers -- LkGmblr-Rchg+:25(A)
    Level 32: Shockwave -- Posi-Acc/Dmg:35(A), Posi-Dam%:35(42), Posi-Dmg/Rchg:35(42), Posi-Dmg/Rng:35(42), Posi-Acc/Dmg/EndRdx:35(43), RechRdx-I:50(43)
    Level 35: Tactics -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(50)
    Level 38: Strength of Will -- S'fstPrt-ResDam/Def+:11(A)
    Level 41: Focused Accuracy -- Rec'dRet-ToHit:20(A), Rec'dRet-Pcptn:15(50)
    Level 44: Physical Perfection -- RgnTis-Regen+:10(A)
    Level 47: Energy Torrent -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(50)
    Level 49: Stealth -- LkGmblr-Rchg+:25(A)
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I:50(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I:50(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Health -- Numna-Regen/Rcvry+:30(A)
    Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:50(45), P'Shift-End%:21(45)
    Level 1: Critical Hit
    Level 4: Ninja Run



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    Known issues:

    It's not soft-capped to anything, despite massive investment.

    I know it has a lot of +perception -- the concept is canine, and I like the idea of super-sharp senses. I don't think I had to give up very much to get that -- the slotting of Tactics and Focused Accuracy improves my most-needed defense type at minimal cost, and end cost isn't much consideration -- I don't even need to turn those powers on except situationally, and the character has tons of endurance.

    Most of the +recharge is there just because it's easy to stick a LOTG into a default slot; I have not calculated an attack chain.

    I have lots of attacks. In particular, it strikes me that Energy Torrent, which is not particularly tied to my concept, could be given up and the slots used for more defense -- possibly taking Confront and slotting 5 Mocking Beratements? I would then move the Ragnarok set to Shockwave.

    I don't have the +hit point accolades yet. (Working on them.)

    Any input is welcomed!
  2. They did not nerf the "B" in Lambda.
  3. Sailboat

    Fiery Embrace?

    Right, it breaks the rules and lets you do more damage than any other primary if you are using big buffs like a lot of inspirations or Fulcrum Shift.
  4. Sailboat

    Fiery Embrace?

    It varies. It's a percentage -- most people say around 40% -- of the damage the attack did.
  5. Sailboat

    QoL Issues

    Quote:
    Originally Posted by Dr_Dismemberment View Post
    1. Eliminate time to redraw weapons.
    Uh...no. This has been discussed many times. We HAD "no redraw" and we didn't like it and asked for it to be added and it was and that was good. Short version: back in the day the redraw penalty was "baked in" into every attack. This resulted in stupid-looking, dps-reducing pauses even during continuous attacking. ADDING redraw penalty when you change weapons meant you no longer paid the penalty all the rest of the time, when you attacked continuously without changing weapons. Attack chains are now smoother and faster and do more dps. Furthermore, from game start most people assumed there WAS a separate redraw penalty (even though there was not, initially) because it's logical that it takes time to draw the weapon.

    Now if you're arguing for weapons instantly appearing in your hand with no penalty whatsoever, well, the Devs have said that makes their animations look bad and they don't want to do it. I guess they might change their minds, but I'd say the odds range from "very much against it" to "not going to happen."
  6. Quote:
    Originally Posted by Dechs Kaison View Post
    Sounds like an excellent excuse for evolutionary engineering (alliteration aside).
    Nitpick: actually it's "assonance" when it's repeated vowel sounds. Don't ask me why someone felt a different term was needed.

    Quote:
    Originally Posted by Dechs Kaison View Post
    Tell him which one of the two is the least bad (I don't have mids while I'm at work to do this), and he can make another two builds which make changes to that. Then we pick the best one again and he makes changes and comes up with another two builds. Et cetera, ad nauseam.
    Maybe he's an optometrist in real life?
  7. Couple of misconceptions I'd like to clear up:

    Quote:
    Originally Posted by Aggelakis View Post
    1. 45% defense is the soft-cap against even-level enemies. You may want more defense if you are fighting higher level enemies (they have a higher base tohit)
    Others have addressed the specifics, but to clarify, defense above 45% will not reduce the chance of being hit by enemies in the normal range people fight them (-1 to +5). Yes, even at 45%, +2 enemies have a slightly higher chance to hit you -- but no amount of additional defense can do anything about that, so you're effectively capped -- hence the term soft cap.

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    4. Softcap two typed defenses, generally smashing and lethal (popular with resistance based armor sets and ranged characters who have a S/L defense epic power)
    Adeon undoubtedly knows this, but to clarify: IO set bonuses to typed defense are paired, smashing with lethal, energy with negative, fire with cold. This was done mainly to bring some kind of parity with the three positional defenses, so that typed-defense users didn't need six sets to accomplish what three sets would for positional users. So typically someone who invests in smashing defense sets winds up with smashing and lethal defense.
  8. Quote:
    Originally Posted by mauk2 View Post
    A good survivability goal?


    I wanna come crawling out of the crater where the dinosaur-killing asteroid hit, ready for moar.


    Awwwww, yeah.
    Chicxulub dig that.
  9. Sailboat

    Stupid but fun

    This is also fun if you are teamed with someone using ground-patch powers like Ice Slick, Earthquake, Tar Patch, etc. You can kick strays back into the patch. This doesn't really help much because they'll be defeated soon anyway (there's a Scrapper on the team), but it will amaze the character who cast the patch.
  10. Quote:
    Originally Posted by Infini View Post
    Still able to kill minions and LTs solo, but then the bosses would get me with a couple hits.
    This is caused by an insufficiency of Trip Mines. Enough Trip Mines will take care of any normal Boss. And solo, you won't have anyone complaining about setup time.
  11. Quote:
    Originally Posted by Vermain View Post
    Powerboosted Vengeance is a good 53-55% alone.
    Although the use of Vengeance implies somebody's defense was insufficient.
  12. Sailboat

    Tray Management

    Ominously, the trend seems to be to add even more clickable powers (Incarnate Judgement, for example). Personally, I'm concerned about mindshare being overloaded, let alone space on the interface. I sure wish some of the upcoming additions to the game would take this into account, and either be passive or be improvements to clickies you already have (like the Alpha Incarnate slot) instead of entirely new clickies competing for already-filled tray slots and already-busy user attention span.
  13. Sometimes subtle differences make a big deal to a Scrapper primary. Broadsword's Slice power is a short cone, but it has good damage for a Scrapper area attack, and recharges in 8 seconds, letting you cycle it pretty fast. Its Katana equivalent, Flashing Steel, does less damage per use but recharges in a blazing 6 seconds. Compare to other cones having 10-12 second recharges or PBAoEs having 12-20 second recharges.

    Similarly, Spin in Claws is the second-most-damaging non-nuke PBAoE melee characters can use, after Fire Sword Circle, but you can get two of them off and start a third one before FSC recharges. People don't always recognize how awesome that is.
  14. Quote:
    Originally Posted by Zombie Man View Post
    Does Sprinting really need an aura?
    Yeah -- I hate having dust constantly rain down from my character because Sprint is toggled on.

    Quote:
    Originally Posted by Zombie Man View Post
    Large scale fights already become a big white cloud of blinding light due to the overlap of so many powers and auras.
    And large-scale fights seem to be the wave of (league of) the future.
  15. My God, Syndrome won after all.
  16. Sailboat

    Forum Request

    Absofrootley.

    If you're not making an Incarnate, the forums are clogged with Incarnate-centered threads, many of them not actually apparent from the titles (is "Best Pet" an Incarnate question or not?).

    If you ARE interested in Incarnate powers and trials, threads discussing them are scattered across a dozen forums which are clogged with pre-Incarnate discussions.
  17. [NPC] Silent Blade: Your craven nature brings you to fight. Why defend your lack of honor, dog?

    [Local] American Pit Bull: *raises eyebrow*
  18. Quote:
    Originally Posted by Deus_Otiosus View Post
    The problem with Lambda is that it requires everyone on your team to be able to follow instructions.

    This is not found in abundance in this game.
    You left an extraneous "in this game" on the end of that.

    (I work in a safety-related field and I see lot of reports about the consequences of not following instructions.)
  19. I'm starting to wish there was an Incarnate forum, as all the other forums are clogged with Incarnate-centric topics.
  20. Well, I don't have a real good reference shot from I19...but here's the same character in both issues:

    Before I-20:


    After I=20:



    Looks pretty much the same to me.
  21. Quote:
    Originally Posted by Fulmens View Post
    The only time the initial fee matters is if you decide to list a Deific Weapon for 4 million and then you change your mind. Then you lose your 5%-of-list-price deposit.
    Right -- so in effect, the fact that you have to pay again (the remainder of the 10%) when it sells works in your favor. A flat 10% would cost the same upfront, but this way if change your mind (or if you list low and it doesn't sell, and you decide to pull it and sell it to a vendor or something) you save most of the 10%.
  22. Here's a quick thought: there are reports that the Alpha Incarnate abilities are not functioning, but ONLY on the new Incarnate task forces. (Believed to be a bug that will be fixed.) If you used the one that grants end reduction or the one that affects end modification, it will crap out during the new TFs -- could that be what happened?
  23. Sailboat

    Lamba question

    Contrary to popular rumor, they did NOT nerf the "D" in Lambda Sector. Rest assured, citizens!
  24. Still 45% except for a very few specific situations, and in all but one of those (DE in Tip Missions) you'll be surrounded by teammates.

    If the soft cap didn't change whenever Devouring Earth dropped a Quartz Emanator, it hasn't changed because of the new Incarnate trials, either. If the soft cap didn't change whenever Nemesis LTs were defeated and cast their Vengeance, it hasn't changed now, either.

    Special cases are special cases.