Silverado

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  1. Quote:
    Originally Posted by Atomic_Funk View Post
    Hey Silverado did you ever play Anarchy Online? The name sounds familiar to me.
    Yes, I did.

    Quote:
    Originally Posted by magikwand View Post
    I thought that certain scrapper secondaries, like Invuln, WP, and Fiery aura all had taunt components to them.
    Invuln does, WP has a mediocre one, Fiery Aura doesn't.
  2. Silverado

    Hello Scrappers

    Kraken, Scrapyard and DE Monsters are available in the AE
  3. Quote:
    Originally Posted by Smurch View Post
    A Brute's attacks generate a small amount of taunt, but not as much as tankers' inherent.
    Brute punchvoke is single target, so yes I meant the taunt auras in their secondaries (Blazing Aura, Invincibility, Evasion, etc).
  4. I prefer Brutes because they get a taunt aura and don't have to go chasing mobs all over the map, as is the case with (certain) Scrappers (builds) >_<
  5. SR would generally be a better secondary for soloing AVs. Also DB is less than optimal because of the lolethal damage, which means you'll be at a very significant disadvantage compared to say, a Fire/ or Dark/ melee toon
  6. Quote:
    Originally Posted by xen10k View Post
    I don't think it's the fact that they associate Dual pistols with scrappers.

    They associate SR with pistol using.

    Lately, gun fighters are not the stand up, quick draw fighters we had in westerns. They are matial art dodgers with a weapon in their hand to shoot their enemy while dodging everything thrown at them. The shooting is cool, The dodges and moves they've got are _really_ cool.
    Now, which AT has a power set that allows dodging and slick defensive moves? last I checked, it wasn't blasters. ( I'm not saying they have actual dodge graphics, but the idea behind the Power)

    I admit, I wanted a DP/SR scrapper. I love the concept. It's not likely to happen and I get that and am willing ot deal with it.

    But it's still a cool concept and I can still dream.
    Blasters can softcap ranged defense and/or smash/lethal defense
  7. Silverado

    Pylon soloing.

    Took 4:36 on my Fire/Rad Controller without any major effort, no temps or insps
  8. What Lemur said.

    I took it anyways, makes it easier to hit the softcap
  9. [Traps.Time Bomb] -> Gun Drone or Omega Maneuver
  10. Quote:
    Originally Posted by ClawsandEffect View Post
    How is it your scrapper leaves things alive long enough for them to run?

    My Death Shroud is fine as is, if there is nothing in range of it, it just means I killed it all already.
    Lts run away at like .1% health and bosses at about 10% or so, usually 4 or 5 per spawn, yeah it's annoying chasing them all over the place, on every single mob. That's a Spines/Elec using Quills, Lightning Field, Spine Burst and Throw Spines
  11. As for who is #1?

    Blaster: Arch/MM/Cold
    Controller: Fire/Kin/Fire
    Defender: Kin/Arch/Psi
    Scrapper: Spines/(Fire, /Dark, /Elec)/Blaze, Elec/Shield/*
    Tanker: Shield/Elec/*, Elec/Fire/Pyre, Fire/Fire/Pyre


    They're all #1, take your pick.
  12. Quote:
    Originally Posted by Sharker_Quint View Post
    i think he means elm/sd/mu brute.....
    No no, he does *infact* mean Energy Melee/Stone Armor Brute
  13. You also forgot the Valkyrie pack, which was IMO the 2nd best after magic
  14. Quote:
    Originally Posted by Possible View Post
    I didn't say they didn't have ANY taunt. I said they shouldn't have taunts built in at all if the case of baddies running away is not working. You would first have to find out exactly why they run. Being as it seems pretty isolated of a problem (IE scrappers) Maybe its that way for a reason. We all have opinions as to why baddies run, but throwing taunt at a toon that really shouldnt be taunting (true definition) seems pointless. RTTC has taunt because the power is driven by baddies so it would make sense to HAVE taunt attributes to it. Nonetheless, we just differ in opinions. Cheers.
    Mob AI has been unintendedly screwy since i12 came out, and apparently not even the devs know why. RttC needs baddies around to fullfill its intended purpose (raise the regeneration of the Scrapper) but Blazing Aura and Lightning Field also need baddies around to fullfill its intended purpose (deal damage). No baddies around = no +regeneration for RttC and no damage dealt for the damage auras.

    And as for "throwing taunt at a toon that really shouldnt be taunting", let me remind you that ALL Scrappers primaries get a taunt power (single target), and as I mentioned before some secondaries have taunt auras, which proves that Scrappers are not above taunting enemies, and that's not a matter of opinion, it's a fact.

    Adding taunt components to the aforementioned secondaries would fix the consistency issues of some Scrappers sets having a taunt aura and some not. It could also even be considered a QoL issue, until they fix the AI that has been screwy for 4 issues. Nothing gamebreaking, no one gets nerfed, everyone's happy.
  15. Quote:
    Originally Posted by Possible View Post
    Take Provoke. Bump your Dam output.

    The real thing is though is that scrappers won't ever be taunting like Tankers, and they shouldn't. At this point in the lifeline of CoX (IE Uber toons) scrappers can do just about anything and without completing making the Tanker a dying breed, scrappys should be the all out machines they are, minus the taunt. Dev's wouldn't boost one AT that would single handedly scrap another (no pun intended) I do not like the run aways either, but if they are running then there is a reason At the end of the day tanks need to take damage and aggro. Scrappers need to eliminate the threat and are very efficent at doing so. But with hanced Provoke plus the AOE's in a spines, you should be able to do just fine, or at least untill a Tank taunts then you are SOL...
    Except that Scrappers already DO have taunt auras in some secondary sets (Invulnerability, Shield Defense, Willpower) and if you had actually read the thread before replying, you would've seen that I'm specifically suggesting a taunt component given to Scrappers' damage auras that's low enough to not steal aggro from Tankers/Brutes but just high enough to keep mobs from running away
  16. Numbers are nice and everything and I'm sure you must be very good with theory, but in practice Acid Mortar has a pretty strong scatter component. Wether it be a result of directly applying the afraid effect OR scattering indirectly through DoTs and debuffs is irrelevant, the end result is still the same.

    Anyways like I said before, with a well slotted Provoke you should be able to keep them from running away.
  17. Quote:
    Originally Posted by Kreeyith View Post
    Interesting. However I have to wonder how effective RttC is, especially since it has a -tohit debuff and the taunt effect is a little over a second. I was on my Spines/WP earlier since I was getting sick of chasing mobs on my spines/fire, and I swear I still had a few runners. It can be hard to tell though, I treat spawns like leaf piles - don't stop to think about what's in there, just jump right in!
    You could always throw a couple taunt enhancements in RttC, it helps if you were fighting higher than even con
  18. Quote:
    Originally Posted by StratoNexus View Post
    Elec armor can manipulate the AI by draining enemy endurance (and I imigine LR can cause panic as well). Fiery can manipulate the AI very well with Burn. DA of course has OG and CoF as controls, so they don't really need still more enemy manipulation techniques, IMO.
    If by "manipulation techniques" you mean scatter then yeah, we can agree that these sets don't need any more scatter tools.

    Quote:
    Originally Posted by Gilia View Post
    Damage contributes to threat, just like taunting. Scrappers' damage auras do something like 40% more than tankers', yet the tankers' AT modifier is only 33% higher. The taunt changes were implemented because scrappers with a taunt aura could hold aggro well enough that a tanker couldn't take it away. In the current setup, adding taunt to the damage auras would recreate that effect.
    Fair enough, then instead of +300% taunt give damage auras +200% taunt; high enough to keep mobs from running away, low enough to not steal aggro from Brutes/Tankers

    Quote:
    Originally Posted by Gilia View Post
    Plus, the taunt auras grant the scrapper something in return for keeping mobs near them. The damage auras help by killing things faster... but do scrappers need to kill things even faster? A change like this encroaches on the tanker and blasters' default roles on a team.
    As it is, these auras grant us the right to chase runners all over the mission, which in my opinion is a pretty annoying role (unless you have a Controller/Dominator in the team with an AoE immobilize, but you can't always rely on having a Controller/Dominator in the team with an AoE immobilize)

    Quote:
    Originally Posted by Gilia View Post
    In short, this is a really really unlikely change.
    I diasgree. I'm not asking for anything unreasonable, too difficult to do, or game-breaking. Brutes and Tankers can be made into melee AoE destruction machines without scattering mobs all over the mission, so why can't Scrappers? in my opinion this change would be very beneficial for people with these secondary sets (Dark Armor, Fiery Aura, Electric Armor)
  19. Yep, powers like AAO, RttC and Invincibility prevent scatter. Mobs never run away from my DM/SD
  20. Any other /sign's on this? if the Scrapper community is vocal enough on this issue maybe the devs will take this suggestion seriously and we can be happy for the rest of our lives
  21. Quote:
    Originally Posted by Luminara View Post
    No it doesn't. It has no Afraid component. It does have 10,000% resistance and 100 protection against Afraid.
    Have you even played a trapper?
  22. Acid Mortar does have a pretty strong scatter/afraid component, but on my Corr/MM that's usually solved by a heavily slotted Provoke (or with an immobilize against AVs)