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Posts
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Joined
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If you put all the slots in, it helps. You listed only the obvious ones, but to get a feel for the build we need to know what slots.
And you're dead set on keeping MoG? as troke said, it's a "gank me" sign, nothing else. -
Thats looking a much better build. But I still think that if you want to PVP, resilience is MUCH better than revive. MoG could be kept there, but PVPwise revive is a dead weight. If you were a DA then there's a point to Self Rez, to detoggle a granite tank. There's no practical point of revive that an awaken won't do.
I also recommend smite before shadow punch. DPE and DPA don't count as much at level 1. Get hasten earlier, you'll need it. Put it in 20 and push health and stamina back, you seriously don't need them that early, or even at all until FA (my regen wont have them until 38 and 49)
Other than that, it doesn't need any other changes, and is looking a fairly solid build, but it would help if you did it in planner format and showed us the slotting. -
Use the builder! the builder! The builder!
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Firstly, it might be an idea to use a builder in future, like this one
For the build: You haven't got smite. Smite is an awesome move, and a better choice than shadow punch at low levels (it one-shots even cons before they get resists).
DEFINATELY keep hasten. DM builds, especially one like that, tend to have lots of downtime.
Take ToF later. You don't need it at 6, I didn't use it til Sirens Call.
You can't take SJ at 14, you don't have a pre-req listed.
PVPwise, don't bother with revive. If you're dead, you're dead. Take resilience instead, it's infinite disorient resist (looking at energy stalkers here) and means you don't get disoriented by awakens.
I personally am not too keen on tactics. Yes, it's a good power. But you can use goggles. If you want it, keep it. But your attack chain isn't looking very happy, and you can get siphon life+smite in instead of it. More attacks are always good.
MoG is highly situational, and without heavy slotting you can ignore the defence bonus it gives (just pop some yellows, no problem) and splat. PVE wise its useful. In PVP you fight psi more often, and will splat. Maybe taking out that for smite would allow you to keep tactics. But you already need a pre-req for SJ
Stamina can be pushed back a bit. Maybe by taking boxing and tough before, because your attack chain is truly abysmal. You have 2 attacks pre-32. That goes up to 4 at 35. You NEED somewhere to fit smite, because it's awesome.
You might get around that with careful slotting, try using the builder I listed (tells you attack chains, damage, accuracy, recharge times, end costs, etc)
Another thing I thought of is how much do you expect to use tough? with some shifting around, removing boxing+tough+revive+mog you can get Air Superiority (awesome move, stops the corrupters and doms flying away), smite, combat jumping, and resilience. This gives you infinite disorient resist, lets you get CJ, and gives you a decent attack chain.
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Siphon life is an attack that deals pure negative damage. It's worth getting for the move alone, because in PVP I've rarely seen anyone resist negative energy. It's also just that bit more survivability. But don't bother slotting the heal if you get it. Something like 1 acc/3 dam would be enough. Chuck another acc and a recharge or two if you like, but in terms of survivability 'arresting' things is more efficient that its minor heal
Touch of fear on the other hand is (imo) the best move in the set. 3 acc, 2 fear, 1 recharge is how I plan to slot it. With the 1 recharge you can (without hasten) triple stack it on someone. Triple stacked touch of fear= 60% tohit debuff. Now, add that to the 5% debuffs every other move gets, and that can (at times) work out BETTER than triple slotted elude. I would never consider a build without this.
That, and pretty much nothing resists it. Had a fun fight with a DM/FA brute yesterday, couldn't kill him (damn healing flames and my awful slotting) but he hit me about twice in the entire 10 minute fight -
Unless they have end drain resist, in which case you get beaten. Probably a lot, thunderous blasts HURT
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Against a scrapper maybe. Against a blaster they would just shoot you in the interrupt time, and it lowers DPS.
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HeroStats checks your in-game statistics
Mind probe has a base To-hit of 75% against even cons, like any other move. However, against +2 or higher that drops to 61%, also like any other move. -
/bind numpad1 "petsayall <em chicken>"
But currently petsayall commands are not functioning, which could be the reason. -
I retract my statement. To survive you must stand in open space, surrounding yourself with mines.
And use Energy to knock them onto the mines.
While the scrapper sits backs and laughs.
Ah, good times -
Any /nin stalker has resistance to fear, always keep that in mind whenever you see the blow glow.
They beat the hell out of my DM/DA, can't hit them or stop them hitting me until I slot FA up. -
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I had a 1v1 with a Brute in Warburg last week, won, and then had his whole team calling me a noob and other things I wont mention. All that abuse was just because I was "moving around to much" as they put it ....
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Heh, I had to laugh at that. That just shows they obviously haven't PVPed against anyone half decent. In PVP, standing still is DEATH. Nothing more, nothing less. If you're a hero, it's hanging a sign over your head saying "Hey, come AS me" if a villain, it's "hey, come 2 shot me". I used to be godawful at PVP, because I stood still, thinking my +perception would keep me safe. It didn't.
Now I know how to move around, I'm fairly happy at taking down dominators, stalkers, and some brutes. I'm now merely bad at PVP.
The point is this: To survive in PVP, you MUST be highly mobile and self sufficient. Ice/energy is awesome (and a right bugger to play against), but you need speed. SS/hover is good, but you might want to save slots with CJ/SJ/Acro, which also gives you immob and hold resist, and complete knockback protection, which is another excellent thing to have in both PVE and PVP. -
Best against what? If you want to rip a granite tanker to pieces, go elec/elec. If you want to do single-target damage, go ice/nrg, but that's highly resisted in PVP, which is a problem.
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Very amusing that people think Claws is bad for PvP. It's a good set for Stalkers & Scrappers.
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sorry none of my squishy pvp toons are the least bit scared of claws. Claws scrappers dont hit hard, and they lack a good build up for pvp.
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Like Filth said, this is down to players. I've seen players using sets which don't work well together go into PVP and decimate everything.
And besides, in RV all stalkers are significantly less effective due to all the +perception flying about, and the other sets ALL have at least some defences. I regularily survive an AS, either by running if the stalker has used purps or is a /nin, or fearing and beating the snot out of them otherwise.
Claws is not as high DPS wise as something like DM, even over time, but the attacking is constant, and of course you can do a ranged critical. I would think snipe+blast+focus would leave squishies dead without any risk to you, or would allow you to remove the defender, placate, then AS the scrapper, and run like hell. -
It was in the last build, and hopefully will go live tomorrow. It's already live in the US, and now with it scaling it's a power worth taking.
However, if you're already going to get SJ I advise acro too, since it's infinite KB resist, and minor hold resist, mean you won't get taken out of the air. With grounded, it's SS or nothing really, all other travel powers risk you being smacked into the floor. -
Yes. Even with 3 recharges and hasten up, there will be a 30 second down time, probably more considering hasten crashes before hastened+3 SO recharge AM is back up. So on average you could be looking at over a minute of downtime, and if you need to fight during then you're in trouble.
/rad is rather end heavy in my experience. I wouldn't even think of it without stamina. -
Longer than bloody weave though. If you want a blapper, play elec/energy. Without gimping yourself with moves like kick you already do better at melee than a scrapper.
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Well;
Neutrino bolt is an attack chain by itself. That's from as low as level 1, it has an activation of 1 and a recharge of 1.5 seconds.
Atomic Blast can hit a BI of 17.
Most of the attacks ignore resistances and reduce defences, meaning you can actually do some fairly good (for a defender) damage.
Laser beam eyes at level 2. Except better. And green.
Prepare to be asked for AM constantly.
Prepare to be kicked because you aren't an empath (although since you get heals, buffs, and a rez it isn't quite as bad as those poor TA blighters)
It's fun as hell -
Seriphos has neither the HP or fury of a brute, and as DM/DA I have no god mode buttons or rage buffs either.
Yet, I can still take down (with luck and some insps) groups of 12 +2 carnies (Best fight I've had in ages actually). As you increase in level, the carnage starts to slow down, and you're limited to groups of whites and a few yellows as a rule. But there come times when everyone around you falls, and all the corrupters start spamming buffs on you before they die, and you think "10 purples? meh, I might not make it. But I'll make it easier for everyone else" and let loose.
Plus, being /inv you hit the S/L resist cap on your own, which means on the occasions you fight pure smashing or lethal damage (the family come to mind) you will DESTROY them.
Have fun -
No fear protection? Not much in the way of defences?
You're on -
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hell if we do this again ill volunteer to keep those pesky villains at bay hopefully by then ill have tactics so i can see those pesky stalkers without having to use insps
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See, this is another reason why Dark Armour owns you. Cloak of Darkness perception buff for the win!
Incidentally, some of the stalkers there were using hide and their defences only, I could see them at any distance, and hit them fairly easily. A /dev blaster with tactics and drone should see them at all times no problem, and wouldn't have to chase them around as much. -
Hmm... we could use that to devise decent tactics for the next assault. To avoid any villains catching on, I'll send it to Solaris so he can give it to whoever will need. Damn those sneaky villains!
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Thanks to Captain Solaris, this didn't go as badly as the first time (people actually cooperated this time, and hit the right target) but the bloody villains certainly didn't help anything. I know I spent most of my time righteously beating the hell out of whatever moved. Who blabbed?
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DA takes time, slotting, and the inevitable respecs when you fluff it up. However, can anyone else hold someone in place in their secondary? How about a DoT aura of pure negative damage, almost totally unresisted, which when slotted is over a brawl per tic (with 8 mobs around you thats quite nice damage)? Stealth, a MASSIVE heal, a self rez which is death to anyone near the user in PVP (heh, gotta love detoggling granite tankers and wailing on them), perception bonuses, 2 ways of stopping minions from ever hitting you, the reasons to go /DA are numerous.
But by late game it does suck end, to the point my beloved cloak of fear will have to be respecced, it's not usable with FA if I want the endurance to hit things. But I'll break down what I can:
You take your shields, and you 5 slot them (3 damres, 2 end redux). You take Dark Regen, and thats 6 slotted (3 recharge, 2 acc, 1 heal). You can take CoD. In PVE it stacks with SS for full invis, in PVP it gives you +perception, and it's our only immob protect. Death Shroud is high damage early game, but late game it's and end hog, so only take it if you have the 6 slots (3 damage, 1 acc, 2 end redux).
Cloak of fear is so awesome that it makes happy pills redundant. Mobbed by +6 minions? Regen scrapper dead? Everyone else running for their lives? Cloak of Fear goes on and they stop moving (I'm not joking about the +6s either. Could only scratch 2, damage wasn't high enough, but they weren't doing anything to me). This is a MUST for 6 slotting, but not really a must take. The base endurance cost is reported as more than combined base endurance and stamina, which is incorrect, but it's damn close. The best slotting is 3 acc (it's got 50% base accuracy 'cos it's uber
) and 3 end redux, which means it barely scratches your endurance.
Oppressive Gloom: This changes your playstyle. This is THE "oh [censored]" button. Combined with Dark Regen, you have got yourself a mag 2 disorient (stacks with boxing, take down that boss) for an infinitesimally small endurance cost. The health cost is not noticeable. I respecced out of it, and I miss it and it's cheap, effective stun. 2 acc, 3 disorients, and 1 end reducer, and you'll love it.
Soul Transfer: A highly debatable power. If the maximum limit of mobs hit didn't exist, this would be amazing. A mag 35 disorient, this will stun an archvillain. It actually even stunned captain mako (I was silly enough to solo him). But, the immortality it offers is pretty much non existent (GW then promptly smacked me, and I barely escaped alive), and the stun is about 10 seconds. And more than 12 mobs= yeah, you're dead again. I would advise against it, except I love it so. Now if you will excuse me, I must find some poor granite using brute to detoggle and smack
Also: check out the DM/DA bible. Not what you're building, but a little bit of propaganda never hurt anyone, and it's what I use to build my "uber fear monger of d00m" build.