Silverado

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  1. A well-built Fire/Rad Corruptor can solo pretty much every AV, every GM and most +4/x8 spawns.
  2. Silverado

    Ashley McKnight

    Quote:
    Originally Posted by ResidentBaka View Post
    Ashley McKnight has been saying that since she was added to the game, unfortunately. I believe it's a bug.
    Or the Origin of Power arc, which she gives out when you're either very low level (like 15 and under) or 50.
  3. I have 2 of those.

    My Controller is a radioactive fire ant (Fire/Rad) and my Defender is a radioactive cricket (Rad/Sonic)
  4. Silverado

    two hamis a day

    Quote:
    Originally Posted by SolarSentai View Post
    If you do a Blue side Hami raid on Monday at 8:00 pm, and you do the Red side raid on Tuesday at 1:00 pm, you will get half merits and/or not be able to get the Hami-O reward (if you chose merits or the Hami-O the first raid) until the appropriate timer lapses.

    For the purpose of rewards, they are the same "event" and subject to the same timer.
    This.
  5. Quote:
    Originally Posted by ClawsandEffect View Post
    Silverado probably has it right on this one.
    What do you mean by "on this one"?
  6. Quote:
    Originally Posted by Redlynne View Post
    Don't . Need . Hasten ...
    You do if you want high DPS (which is sorta the whole point of a Scrapper min/max build)
  7. Quote:
    Originally Posted by Call Me Awesome View Post
    I take it you don't face Nemesis or Crey much? Snipers are a somewhat common LT spawn in those two groups... I typically see at least a couple of them spawn in a given mission.
    Not that common at 50.

    Just today I ran a few Nemesis tip missions and one of them had 2 snipers.
  8. Quote:
    Originally Posted by Arcanaville View Post
    I just posted a build for fun in the I19 discussion thread as an example of inherent fitness leveraging. Since I don't often post builds, I wouldn't want to cheat the number-crunching community of a chance to tear apart one of my min/max attempts. So I'm reposting here, so the I19 thread doesn't become a scrapper-dominated bloodfest.

    My question to you all is: what's wrong with this build? How could it be improved? Is it really something that benefits from inherent fitness, or is there a way to replicate it that I haven't found. And here's a real conundrum: there's actually a redundant set bonus in there, something over the rule of 5. Oddly, whenever I try to shuffle things around to get rid of that redundant bonus, I tend to make the build *worse* in some way. Very curious.


    Repost follows:

    Just for giggles, I tried to see what I could come up with in terms of an inherent fitness rebuild of my MA/SR scrapper. This is just for fun, and I'm not saying the results are going to be typical. On the other hand, I don't think this is necessarily the best anyone's going to be able to do either under inherent fitness. This build takes every MA/SR power except thunder kick, challenge, and elude, burns a power choice on travel (as opposed to just Ninja Running everywhere) and still ends up pretty tough. More importantly, its not trivial to replicate without inherent fitness due to the power choice requirements: losing three power choices means losing fighting, or losing MA attacks. You could eliminate EC, DT, and maybe Super Jump and then rebuild as a more recharge-heavy build (you'd need more recharge to make consistently full attack chains and also to boost single target to compensate for the lack of the crit-enhanced combo of EC->DT). But I think this build is a product of inherent fitness in large part.

    Reading off the totals:

    >48% defense to melee/ranged/AoE
    ~16.5% defense to s/l/f/c/e/n
    ~14.5% defense to psi
    19.9% resistance smash/lethal
    3% resistance f/c/t/p
    6.8% resistance energy
    9.9% resistance negative

    388% regen (31.5 h/s at level 50)
    145.5% health (1948 at level 50) [with accolades]
    190% recovery (3.49eps)
    end use: 1.12eps (with FF, FS, Ev, CJ, Tough, and Weave all running)

    Not bad. It has some PvPIOs in it (in Focused Fighting and Focused Senses of all places, but also a couple in Tough) but that's mostly extravagance for the +3% procs and a few more +health and +dmg bonuses. They could be replaced with LotG without seriously altering the build (without the Glad +3% I would shift the slot to Weave for some extra defense insurance, although I would still be above 45% to all positions either way - honestly, that's the one I would use merits to buy above all others if I was going to implement this build; the others are entirely optional).

    Interestingly, the strategy of this build is not to steal slots from fitness, but rather to steal slots from elsewhere to leverage the additional power choices. Which I think will happen as often as, if not more often than, people pull slots from stamina or health themselves. It still means that extra pool choice and four more power choices are still very meaningful.

    I'm curious to know if anyone can recreate this build more or less without inherent fitness. I couldn't, but then again I'm not the worlds most experienced Mids jockey.

    Also, I rarely post builds, so now's everyone's chance to rip my min/max skillz a new one by posting a far superior build that does more or less the same things. Hit me with your best shot, people.




    (Note: the build uses version 1.8 with the inherent fitness database hacks if you want to load it)

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Violet Rumble: Level 50 Natural Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Storm Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(7)
    Level 1: Focused Fighting -- SW-Def(A), SW-Def/EndRdx(19), SW-Def/EndRdx/Rchg(21), SW-Def/Rchg(21), SW-ResDam/Re TP(45)
    Level 2: Focused Senses -- SW-Def(A), SW-Def/EndRdx(25), SW-Def/EndRdx/Rchg(25), SW-Def/Rchg(27)
    Level 4: Cobra Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(11)
    Level 6: Agile -- S'dpty-Def(A), S'dpty-Def/Rchg(33), S'dpty-Def/EndRdx/Rchg(33)
    Level 8: Focus Chi -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(13)
    Level 10: Practiced Brawler -- RechRdx-I(A)
    Level 12: Crane Kick -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(17), P'ngS'Fest-Acc/Dmg(17), P'ngS'Fest-Dmg/EndRdx(19)
    Level 14: Combat Jumping -- GftotA-Def(A), GftotA-Def/Rchg(37), LkGmblr-Rchg+(39)
    Level 16: Dodge -- GftotA-Def(A), GftotA-Def/EndRdx(23), LkGmblr-Rchg+(23)
    Level 18: Crippling Axe Kick -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dmg/Rchg(39), Mako-Dam%(40), P'ngS'Fest-Acc/Dmg(40), P'ngS'Fest-Dmg/EndRdx(40)
    Level 20: Super Jump -- Jump-I(A)
    Level 22: Quickness -- Run-I(A)
    Level 24: Aid Other -- Numna-Heal(A), Numna-Heal/Rchg(48)
    Level 26: Dragon's Tail -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Dmg/EndRdx(29), Sciroc-Dam%(31), Armgdn-Dam%(31)
    Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Def/Rchg(31), LkGmblr-Rchg+(33)
    Level 30: Aid Self -- Numna-Heal(A), Numna-Heal/Rchg(43), Numna-Heal/EndRdx/Rchg(43)
    Level 32: Eagles Claw -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dmg/Rchg(34), Mako-Dam%(34), P'ngS'Fest-Acc/Dmg(37), P'ngS'Fest-Dmg/EndRdx(37)
    Level 35: Evasion -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(36)
    Level 38: Boxing -- Acc-I(A)
    Level 41: Tough -- S'fstPrt-ResDam/EndRdx(A), GA-ResDam(42), S'fstPrt-ResDam/Def+(42), GA-3defTpProc(42)
    Level 44: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Rchg+(48)
    Level 47: Focused Accuracy -- EndRdx-I(A)
    Level 49: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(50), Numna-Heal/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
    Level 1: Swift -- Run-I(A)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Health -- Numna-Heal(A), RgnTis-Regen+(43), Numna-Heal/Rchg(46), Mrcl-Rcvry+(46), Mrcl-Heal(48), Numna-Regen/Rcvry+(50)
    Level 1: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(45), P'Shift-End%(46)
    No Hasten.
  9. Quote:
    Originally Posted by Blacjac84 View Post
    Plus, herding is the answer to some of the scattered mobs. Some mobs won't be herded, like snipers and the like.
    I've probably encountered like 7 Snipers tops in my 4 years of playing
  10. Quote:
    Originally Posted by Zem View Post
    If you're talking about an attack chain that has no gaps then DPA is pretty much everything, assuming by DPA we mean, "damage per second of activation time" and not "damage per activation". The former is usually what people mean by DPA though.
    This.

    DPA is pretty much the only relevant number when looking at sustained DPS chains, but je_saist had it all wrong because, as someone else pointed out, the listed DPA for Assassin's Strike in the information window is for when it's not 'critting'
  11. S-Charge and L-Rod are pseudo pets, they cap out at (approximately) 400% damage. Due to the differences in damage modifiers, Scrappers do more damage than Brutes at 400% damage
  12. Silverado

    AT Duo question

    Any combination of 2 Controllers/Defenders/Corruptors/Masteminds/VEATs
  13. Quote:
    Originally Posted by je_saist View Post
    here's the answer your not going to like:

    Assassin's Strike is useless for sustained DPS.

    If you look through the base stats of each stalker primary you'll find that the average Damage Per Activation for the Assassin attacks is around 46.34 @ level 50. Kinetic Melee is the highest performing strike, with a listed base DPA of 52.07 @ Level 50.

    By comparison, among the other stalker sets, aside from 3 sets, the very first attack you can get has a higher DPA that the highest Assassin's Strike. Claws Swipe has a DPA of 50.92 @ level 50, Dual Blades Nimble Slash has a DPA of 45.35, and Spines Barb Swipe racks up an impressively low 20.49 DPA at level 50.

    In sustained combat, most of the non Assassin Strike powers have way higher DPA's than the Assassin Strike powers.
    HAHAHAHAHAHAHAHAHAHAHAHAHAHAHA oh man, I hadn't seen this gem
  14. They announced the tram and ferry lines being merged in i19. Will it also include the Black Helicopter Line? what about the Talos/IP/Striga/PI Ferries, will those be merged as well?
  15. Quote:
    Originally Posted by Obscure Blade View Post
    Kick and Boxing both cause redraw.
    This.
  16. Silverado

    Power Boost?

    Quote:
    Originally Posted by Sagamemnon View Post
    How does power Boost effect powers like say Force field generator? or Force field bubbles? Does the boost last for the duration of the power? or just till power boost ends?
    Power Boost doesn't work on 'targetable' pets such as FF Gen.
    On pseudo pets (such as Voltaic Sentinel and Sleet) as well as toggles, it affects them for the duration of Power Boost (15secs).
  17. Silverado

    Power Boost?

    Quote:
    Originally Posted by ketch View Post
    Power Boost also increases the strength of defense buffs/debuffs, tohit buffs/debuffs, heals, and endurance drain. Resistance buffs/debuffs, damage buffs/debuffs, and recovery are not affected.
    Regeneration is also not affected
  18. Silverado

    Hey Look! i19!

    Quote:
    Originally Posted by PC_guy View Post
    Which is a good thing. I mean, we all saw what happened the last time there were major changes to PvP.
  19. Quote:
    Originally Posted by Jade_Dragon View Post
    You cannot actually conk someone on the head with it.
    Yes you can, at least it worked on my Corruptor when I use Brawl with the Mace out
  20. Quote:
    Originally Posted by GuyPerfect View Post
    Well, girls are evil, ergo: girls = villains.
    Further proof that devs do hate villains