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Posts
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Joined
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Last night my DM/Shield tanked for the Kahn TF I was on... We only had 6 people... no other melee on the team.
I admit, I can't hold agro as well as a tank, and there were some deaths (not me, though).
We finished in 55 min. -
You know... i knew something changed... but couldn't figure out what it was. Now I know how to talk on /help (err.. /hc) again.
Yeah.. that was a mistake on thier part, IMHO. -
The delay between doing damage vs firing an attack also causes some sets to have frequent problems of wasting a lot of attacks by shooting something that died before your attack got there (aka shooting corpses.... archery used to be very bad at this).
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Quick tip. Ask this question in the Scrapper forum. The regulars there love these questions. You'll be able to get more information then you knew could exist about DPS and MA and chains, builds, recharge required, etc.
Asking your question here is likely to get a response mixed with some good information some discussion about whether your question is important and probably a random complaint about why MA ruins the game.
the brief answer to your question outside of PvP for a DPS chain you want to use the quick animating powers. (Thunderick, crane kick...etc... not eagles claw). You want enough recharge in each power to run them in a gapless chain. (more detail on that available in the scrapper forum)
For PvP i think burst damage is better, but I'm not a PvP expert. -
[ QUOTE ]
is there any reason why I dont see katanas mentioned much in peoples sets
[/ QUOTE ]
Not really. It's arguably the best set for scrappers. The damage output is very high... it has divine avalanche, which is the best mitigation power in a primary set. It also has some AoE potential and great animations.
Enjoy the game... come back here with any questions you have. -
I dont' know why, but for some reason I expected this to be a new player asking if everyone is always able to get to level 20 on thier first night.
(tip... don't join a MA <mission architect> team until you've played the game outside of of MA for a month or so... err.. actually just don't join any MA teams at all, ever) -
Also, keep in mind, that normal NPC's have 50% accuracy (bosses 75%), so what "feels" normal is getting missed 1/2 the time (or more if you have any +defense). The extra +tohit these guys have knock that down to only missing 5% of the time.
The shard is a fun place. If you're looking for something different, it's worth exploring. I used to take Shred Monkey out there regularly (no travel power). It's a completely different game... sometimes it's harder to get to the mission then actually completing it. -
Since there has to be contact ahead of time, you can just work out a price ahead of time.
Someone places an order with you for a set price and you fill it with anything from that level range.
It's an interesting concept, but labor intensive with a slow rate of return IMHO. -
This is the kind of thread where someone makes a statement and taunts others to debate it. Nobody's actually looking for answers here. Nobody is going to change thier opinion as a result of this thread.
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From what I've seen... prices spike 1-3 days after 2XP weekend. During 2XP weekend itself it is pretty hectic and a bit unpredictable.
My personal strategy is to be bidding extremely low over the weekend and then ride the wave reselling the following week.
And of course I'll be killing things as fast as I possibly can when I'm online. -
Don't bother using the hospital... just buy some awakens before you go find something that can kill you. Much faster that way.
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Both perform very similarly. As many of the posts above imply, choose the one who's animations you like the best.
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I use SG base storage. You can't trade recipes this way, but you can craft the recipe and trade the enhancement. You can't trade influence this way either, but you can buy what you want with the rich guy craft it and then put it in a bin for the poor guy. Or you can buy salvage, trade it, then sell it (for profit if you do it right).
You only have to trust your SG mates for about 60 seconds while you swap toons.
Trading and storing goods is the #1 reason I have a solo SG. -
[ QUOTE ]
[ QUOTE ]
So forget farming. I was teaching a friend how to play dark, and I was on a rad. We started a level 8 group with 3 scrappers, 1 troller, 1 dark 1 rad defender. We went into an AE mission full of big spawns of level 9 Council.
Scrapper agro'd early and wiped the team while dark was zoning in and rad was afk. Dark and rad cleaned the spawn, went up a floor and cleaned out 2 more spawns while the rest of the team got lost on floor one and died repeatedly. 2 defenders were shredding full spawns of +1's (sitting safely in a crowd of ~14 council at a time and tearing into them with sands of mu) at level 8 while 3 scrappers and a controller were getting torn up below. That's *hardly* the most amazing example I can give you, but it is a recent one.
[/ QUOTE ]
So...you left your teammates below dying while you and your buddy went on? Great teamwork!!
[/ QUOTE ]
It looks to me like it the teamates left them.... perhaps a glass empty/full thing... but my rule is the people who are still standing after the wipe are the people who everyone should have been following. -
You'll never get a full set to drop yourself. If you want sets, you're gonna have to use the market.
But selling your drops on the market to get the money to buy the things you want is very reasonable... it takes time, but it *IS* time spent playing a game, afterall.
"Playing" the market (often refered to as marketeering) is a much faster way to earn money, and there's lots of advice about doing that in the market forum. -
If you turn off the xp 4, 9, 14, 19, etc... you can just run until you are not being given any new contacts and you should see all the content naturally. I think Red side has some content that doesn't always open up that way, but I don't do much redside playing so I don't know that for sure.
There's also Task Forces/Strike Forces that do not contact you automatically, so those you might want to look up, or just ask about in the global channels. -
I think I might have been on that team. I broke out my top scrapper again last night (shadow monkey). I honestly can't remember why I have put him away now.
I'd never seen Rommie do a soul storm animation before that run... 'twas amusing. -
This is very common. So common, it's actually what flippers depend on to make money.
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These days I enjoy joining a team filled with new-er players who are still learning just how super a superhero can be. It adds to the challenge, and allows me to show off a bit.
I do, however, dislike being invited to a team with badguys who are lower level then me... if that's the case I just say so and move on... sometimes I'm even polite. -
My namesake never has had a travel power. He went from 1-50 with just 1 slotted swift, 1 slotted quickness, and 1 slotted sprint. To be honest he didn't group much... grouping when you have to change zones a lot did occasionally put me in a position where I as the last one the the door... but not always. It's very doable. It helps to have a SG base with all ports, plus OB, Pocket-D, and the vanguard base help in getting from zone to zone with only 1 or 2 jumps. Also, now that the easiest place to find a team is in Atlas Park anyway, it's very possible to run without a travel power.
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This is playable. My blasters do something like this, so I know from expirience that lethal/smashing +ranged gives you protection from almost everything. With the resists and heal you'd be very solid on this build.
I would have liked to put damage in lunge instead of getting the IO bonus... also I would have liked to have rippper instead of consume, but I think you'll need the recovery.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Scrapper
Primary Power Set: Spines
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Hero Profile:
Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Dam%(7)
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15), Empty(34)
Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(43)
Level 4: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(45)
Level 6: Build Up -- RechRdx-I(A)
Level 8: Impale -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Immob/Rng(11), Enf'dOp-Acc/Immob/Rchg(11), Enf'dOp-Acc/Immob(13)
Level 10: Healing Flames -- RctvArm-EndRdx(A), RctvArm-EndRdx/Rchg(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(19), Heal-I(19), Heal-I(23)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A)
Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(34)
Level 18: Quills -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(40)
Level 20: Barb Swipe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(46), EndMod-I(46)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(27)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-EndRdx(34)
Level 30: Weave -- HO:Enzym(A), HO:Enzym(31)
Level 32: Throw Spines -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(46), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50), Range-I(50)
Level 35: Fiery Embrace -- RechRdx-I(A)
Level 38: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(39), HO:Enzym(39), HO:Enzym(39)
Level 41: Hover -- Zephyr-Travel(A), Zephyr-ResKB(42)
Level 44: Fly -- Zephyr-Travel(A), Zephyr-ResKB(45)
Level 47: Group Fly -- Zephyr-Travel(A), Zephyr-ResKB(48)
Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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when you say "not farewell" it made me think you were saying "fare badly because I hate you" which seemed very un-OSHA-like to me. I'm glad that wasn't it.
Take care. -
I'm breaking my rule of not posting builds. This is what I ran leveling up Shadow Monkey:
Attack chain is:
Air-Sup > Siphon life > Shadow Punch >
Air-Sup > Smite > Shadow Punch >
Repeat
Touch of fear is in there to hold 1 badguy down while you perma knockdown another.
note: there's some IOs in there... it doesn't matter which set they come from... I'm using them for the enhancement values only. The enhancements are focused on the chain, and the chain is focused on having perma-knockdown. Thus, I had to sacrifice damage... but it's very very survivable. (note, any DM can use this strategy as I'm not really gaining much from /Shield at this point anyway).
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 23 Magic Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Shield Defense
Power Pool: Flight
Power Pool: Fitness
Hero Profile:
Level 1: Shadow Punch -- Acc-I(A), Acc-I(3), EndRdx-I(3), Dmg-I(21), Dmg-I(21)
Level 1: Deflection -- EndRdx-I(A)
Level 2: Smite -- Acc-I(A), Acc-I(5), EndRdx-I(5), Dmg-I(17), Dmg-I(17), Dmg-I(19)
Level 4: True Grit -- Heal-I(A)
Level 6: Air Superiority -- Acc-I(A), EndRdx-I(7), P'ngFist-Acc/Dmg/Rchg(7), S'ngH'mkr-Dmg/EndRdx/Rchg(9), RechRdx-I(9), RechRdx-I(11)
Level 8: Siphon Life -- S'ngH'mkr-Acc/Dmg(A), EndRdx-I(11), S'ngH'mkr-Dmg/EndRdx/Rchg(13), Cloud-Acc/Rchg(13), RechRdx-I(15), RechRdx-I(15)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(19)
Level 12: Hurdle -- Jump-I(A)
Level 14: Fly -- EndRdx-I(A)
Level 16: Touch of Fear -- Acc-I(A)
Level 18: Dark Consumption -- Acc-I(A)
Level 20: Health -- Heal-I(A)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: [Empty]
Level 26: [Empty]
Level 28: [Empty]
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
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[ QUOTE ]
... RP aspects of this game ...
[/ QUOTE ]
I wouldn't call the customization an RP only addition. I'm not into RP... I'm very heavy into min/max-ing. But with my min/maxing there are certain powers I've avoided or surpressed because I *DISLIKE* the visual despite the effectiveness of the power. Now I can fix that somewhat... (goodbye blue ice shields and yellow flames from hasten).
Will it alter the "game" part of the game? no... but it is very much welcomed by me.
I think the thing I like best about I16 is that almost everything in it is something requested repeatedly from these forums for a long time (as is "going rogue")... They're things that take time to add, too... so that tells me they've been listening to the playerbase.