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Boxing was necessary to get Tough. Air Superiority was taken because it's just too useful. I usually just set it to autofire and it knocks down anyone that gets too close. That's damage AND mitigation.
Tough and Weave provide adequate defense after SOs. He won't be a Tank, but he'll be MUCH better off. In reality, it's Weave I was after. The Defense bonus, coupled with Dispersion Bubble makes for some decent defense.
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Air Sup is fine mitigation (as well as a step towards your travel power, although you also have Hover, so). I have also submitted that Tough and Weave are not bad choices eventually, but are merely less desirable in the low-mid levels.
It looks to me like you made a FF/Nrg defender and are trying to choose powers and play it like a scrapper. A FF/Nrg defender thrives on movement, both of themselves and the enemy. With Detention Field, Force Bolt, and your blasts, you shouldn't need Air Sup, Boxing, Tough, or Weave. Even skipping Detention Field, you should be able to keep solo spawns locked down, but it requires not only knocking them back, but also moving yourself. You even have 3 slotted Hover and Hurdle (I might have gone Swift and relied on my flight, but Hurdle is awesome as well), so nothing should be able to get near you anyway, unless you let them. If you are letting enemies get in melee with a powerset and with pool powers that are superbly designed to prevent just that event, you are playing way out of type. It would be like taking a Katana/Inv scrapper and trying to use your origin attack power, Divine Avalanche, the Nemesis Staff, the Presence pool, and Calling the Wolf and then complaining that scrappers were weak and needed a buff.
A meleefender with FF/Nrg is about as far afield from design as it gets. Have you considered playing differently or maybe choosing different sets? Sonic/Sonic could work OK with your concept. Kin/Elec would also work as a hero in powersuit very well, and makes a fabulous meleefender. -
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Come on dev, let's just change the power all-together!!! You know you want it!
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Reverse Gravity Field - AoE patch like Ice Slick, except it is Knockup instead of Knockdown. You know you want it! -
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When I originally build the character, I had Force Bolt. I found it far too draining on endurance to be a viable defense, and it cut badly into potential offense. I've skipped Detention Bubble, but it's of limited value, and can be intensely annoying. It is true it would help defense though.
Again, though, the pool powers are not taking away from my defenses, they're actually making them STRONGER. If I left them out, I'd have 0% resistance instead of 15% (21% now I'm L23).
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A solo FF defender would get vastly more mitigation by smart uses of Force Bolt and Detention Field than Tough and Weave are going to add at the low levels. Tough and Weave are decent additions in the higher levels but unwise selections in the early levels.
Choosing melee attacks (Air Sup and Boxing) as important sources of damage on a build whose best mitigation involves knockback is also a unwise choice. -
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I have a kat fire and I'm wondering whether to swap it for a broadsword...
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Uhm, no? BS and Kat are so similar I think the only reason to choose one over the other would be animation preference. Kat does have better DPS, BS has bigger orange numbers and some would say more CRUNCH (but Golden Dragonfly is more KAAAAA-CRUNCH, IMO). -
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We've looked into this one. Apparently the AI reacted funny to the phase changes. Currently the AI thinks everyone is a valid target, even though it can't actually deal damage.
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Is this what is happening with the STF repairmen and with mobs dealing damage after they have died? -
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We wrote it up as a full proposal for the next round of proliferation, since all the work had already been done...and, here we are.
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Dark Manipulation secondary for Blasters. Someone should write up a full proposal. All the other work is already done.
Put it in for I16; Dark Blast can come later once its issues have been resolved.
1) Gravimetric Snare (it needs a name change)
2) Shadow Punch
3) Smite
4) Soul Drain
5) Dark Consumption
6) Shadow Maul
7) Midnight Grasp
8) Cloak of Darkness
9) Fearsome Stare -
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Really? I've heard that topped-out archery with huge recharge is ridiculous at clearing spawns.
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with the same build, so can fire, and then it does so for better endurance, and has epic ST as well
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Does Fire have all that at 80 foot range, with a stun, and a KB power? -
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The main problem is that your only mezz is Taser, which is pretty weak. And there isn't a single-target disorient in the epic power pools to stack with it. I find that it helps a lot when soloing a Blaster to have two mezzes of the same type so you can stack them on a Boss and take them out of the fight.
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IME, with Caltrops and the KB from Energy, holds are not vital. I did take Taser in my late 20s, and use it occasionally, but I have always been fond of soft controls like Caltrops, Hot Feet, and KB. -
In the light of the fact that the repairmen are getting their heal off more regularly I want to note that running this TF could take some time. The previous scrapper STF I ran took 3 hours to complete and we had a Spines and a DA scrapper to stand at the repairmen spawn point with their auras, and that was when the repairmen were less capable. (although some of our builds may not have been as suited to the task, mine certainly wasn't).
I hope everyone is willing to at least try for 4 hours. Things may look grim at times, but a little regrouping and patience can usually carry a team through. -
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Plus, while 8 defenders working together is quite amazing, you'd be even more amazed what 7 defenders and a single Blaster can manage.
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Fixed.
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A Scrapper actually has higher optimum damage potential because of the inherents. Scrappers get an extra 5-10% damage on top of their 400% +dam cap whereas Blaster are simply stuck with 400% +dam because Defiance simply acts as a +dam buff.
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But do they get Blaze?
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No, but they do get Achilles' Heel procs.
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Playing on my weakness for Katana scrappers is not fair. -
Thank you for the reply.
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Burn is your only immob protection if you don't take CJ.
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Aye. While I mostly miss Combat Jumping due to the lower control and mobility, that is also a minor concern. I do expect to use Burn often enough that it won't be a major issue, but I will keep my eye on it for sure.
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Consider the dark epic tentacles for AoE immob and burn.
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I am indeed. Neither Torrent nor Petrifying Gaze appeal to me and I also did not like that it sucked up 3 power picks. Caltrops will do a similar job and only takes the one power pick, in addition to it being nice damage vs hard targets. I still might try it out, I can use the Dark Powers as set mules for more +Dam and/or +recharge or I could transfer some more slots into RotP for some Efficiency Adaptor slotting.
Sample build with Dark Epic:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Blue Pyroken: Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Gambler's Cut -- Mako-Acc/Dmg:50(A), Mako-Dmg/Rchg:50(3), Mako-Acc/Dmg/EndRdx/Rchg:50(5), Mako-Dmg/EndRdx:50(15), Achilles-DefDeb:20(43), Achilles-ResDeb%:20(43)
Level 1: Fire Shield -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(11), ImpArm-ResDam/EndRdx/Rchg:40(34), ImpArm-ResDam:40(40)
Level 2: Flashing Steel -- Oblit-Acc/Dmg/Rchg:50(A), Oblit-Dmg/Rchg:50(3), Oblit-Acc/Dmg/EndRdx/Rchg:50(5), Oblit-Dmg:50(15), Oblit-%Dam:50(37), Achilles-ResDeb%:20(46)
Level 4: Healing Flames -- Dct'dW-EndRdx/Rchg:50(A), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(7), Dct'dW-Heal:50(17), Dct'dW-Rchg:50(37)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Divine Avalanche -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(9), T'Death-Dmg/Rchg:40(9), T'Death-Acc/Dmg/EndRdx:40(11), T'Death-Dmg/EndRdx/Rchg:40(37), LkGmblr-Rchg+:50(46)
Level 10: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(42)
Level 12: Blazing Aura -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-%Dam:50(13), Oblit-Dmg:50(13), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Dmg/Rchg:50(40)
Level 14: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(23)
Level 16: Plasma Shield -- ImpArm-ResDam/EndRdx:40(A), ImpArm-ResDam/Rchg:40(17), ImpArm-ResDam/EndRdx/Rchg:40(34), ImpArm-ResDam:40(40)
Level 18: The Lotus Drops -- Oblit-Acc/Dmg/EndRdx/Rchg:50(A), Oblit-Acc/Dmg/Rchg:50(19), Oblit-Dmg/Rchg:50(19), Oblit-Dmg:50(31), Oblit-%Dam:50(31)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(42), P'Shift-EndMod/Acc/Rchg:50(45)
Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(50)
Level 24: Consume -- Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(25), Efficacy-Acc/Rchg:50(25), Efficacy-EndMod/Acc:50(39), Efficacy-EndMod:50(42)
Level 26: Soaring Dragon -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(27), T'Death-Dmg/Rchg:40(27), T'Death-Acc/Dmg/EndRdx:40(29), LdyGrey-%Dam:50(29), Achilles-ResDeb%:20(31)
Level 28: Super Speed -- Clrty-Stlth:50(A)
Level 30: Assault -- EndRdx-I:50(A)
Level 32: Golden Dragonfly -- Oblit-Dmg:50(A), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(33), Oblit-%Dam:50(34), Achilles-ResDeb%:20(43)
Level 35: Tactics -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/EndRdx/Rchg:50(36), AdjTgt-ToHit/EndRdx:50(36), AdjTgt-EndRdx/Rchg:50(36)
Level 38: Rise of the Phoenix -- Numna-Heal/Rchg:50(A), Numna-Heal/EndRdx/Rchg:50(39)
Level 41: Torrent -- DampS-Rchg/EndRdx:50(A), DampS-ToHitDeb/EndRdx:50(45), ExStrk-Acc/KB:20(45), ExStrk-Dam%:20(50)
Level 44: Dark Blast -- DampS-ToHitDeb/Rchg/EndRdx:50(A), DampS-Rchg/EndRdx:50(46)
Level 47: Tenebrous Tentacles -- Cloud-Acc/ToHitDeb:30(A), Cloud-Acc/Rchg:30(48), Cloud-Acc/EndRdx/Rchg:30(48), Cloud-%Dam:30(48)
Level 49: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(50)
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Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Critical Hit
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[u]Set Bonus Totals:[u]<ul type="square">[*]36% DamageBuff(Smashing)[*]36% DamageBuff(Lethal)[*]36% DamageBuff(Fire)[*]36% DamageBuff(Cold)[*]36% DamageBuff(Energy)[*]36% DamageBuff(Negative)[*]36% DamageBuff(Toxic)[*]36% DamageBuff(Psionic)[*]3.75% Defense(Psionic)[*]6.75% Max End[*]45% Enhancement(Accuracy)[*]38.8% Enhancement(RechargeTime)[*]4% Enhancement(Heal)[*]5% FlySpeed[*]100.4 HP (7.5%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]MezResist(Confused) 2.5%[*]MezResist(Held) 5.25%[*]MezResist(Immobilize) 11.3%[*]MezResist(Sleep) 2.5%[*]MezResist(Stun) 11.3%[*]MezResist(Terrorized) 4.7%[*]9% (0.15 End/sec) Recovery[*]22% (1.23 HP/sec) Regeneration[*]1.26% Resistance(Fire)[*]1.26% Resistance(Cold)[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[*]5% RunSpeed[/list] -
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Plus, while 8 defenders working together is quite amazing, you'd be even more amazed what 7 defenders and a single Blaster can manage.
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Fixed.
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A Scrapper actually has higher optimum damage potential because of the inherents. Scrappers get an extra 5-10% damage on top of their 400% +dam cap whereas Blaster are simply stuck with 400% +dam because Defiance simply acts as a +dam buff.
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But do they get Blaze? -
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Plus, while 8 defenders working together is quite amazing, you'd be even more amazed what 7 defenders and a single Blaster can manage.
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Fixed.
Force Field is defintiely lame. -
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so, ummm... anyone know why these two threads go stickied? I'm not griping... just curious.
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To keep a little piece of you with us always? -
With my Kat / Fiery Aura (currently level 34), I have been trying to focus on pumping up my offense, without bothering getting too much extra mitigation beyond what Fiery Aura offers. I'll generally be teaming and I like RotP, so survivability is not a big concern. In that vein, I am trying to put together a build that will provide superb offense in a variety of venues - large spawns, big teams; medium team spawns; and AVs (while teamed).
While I am going to be taking all the powers from my secondary while leveling, I am not married to Burn or Temperature Protection and if I can get more +damage into the build from taking something else, I might respec out of them some time after I hit 50. I find I miss having Combat Jumping, but I am going to stick without for now, but also might eventually respec that in. Caltrops seems like some nice damage for AVs, in addition to its protective uses in other venues.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Blue Pyroken: Level 50 Magic Scrapper
Primary Power Set: Katana
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Gambler's Cut -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(3), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dmg/EndRdx(15), Achilles-DefDeb(43), Achilles-ResDeb%(43)
Level 1: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(11), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam(40)
Level 2: Flashing Steel -- Oblit-Acc/Dmg/Rchg(A), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-Dmg(15), Oblit-%Dam(37), Achilles-ResDeb%(46)
Level 4: Healing Flames -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(17), Dct'dW-Rchg(37)
Level 6: Hurdle -- Jump-I(A)
Level 8: Divine Avalanche -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(11), LkGmblr-Rchg+(46)
Level 10: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(42)
Level 12: Blazing Aura -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(13), Oblit-Dmg(13), Oblit-Acc/Dmg/Rchg(39), Oblit-Dmg/Rchg(40)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23)
Level 16: Plasma Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(17), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam(40)
Level 18: The Lotus Drops -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Dmg(31), Oblit-%Dam(31)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(42), P'Shift-EndMod/Acc/Rchg(45)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(50)
Level 24: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(25), Efficacy-Acc/Rchg(25), Efficacy-EndMod/Acc(39), Efficacy-EndMod(42)
Level 26: Soaring Dragon -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(29), LdyGrey-%Dam(29), Achilles-ResDeb%(31)
Level 28: Super Speed -- Clrty-Stlth(A)
Level 30: Temperature Protection -- S'fstPrt-ResKB(A)
Level 32: Golden Dragonfly -- Oblit-Dmg(A), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34), Achilles-ResDeb%(37)
Level 35: Burn -- Erad-Acc/Dmg/Rchg(A), Oblit-Acc/Dmg/Rchg(36), C'ngBlow-Dmg/Rchg(36), M'Strk-Dmg/Rchg(36)
Level 38: Rise of the Phoenix -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(39), Numna-EndRdx/Rchg(43)
Level 41: Caltrops -- TmpRdns-Dmg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(45), P'ngTtl-Dmg/Slow(45), AirB'st-Dmg/Rchg(46), Det'tn-Dmg/Rchg(50)
Level 44: Assault -- EndRdx-I(A)
Level 47: Tactics -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(48), AdjTgt-ToHit(48), AdjTgt-EndRdx/Rchg(48)
Level 49: Fiery Embrace -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
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[u]Set Bonus Totals:[u]<ul type="square">[*]30.5% DamageBuff(Smashing)[*]30.5% DamageBuff(Lethal)[*]30.5% DamageBuff(Fire)[*]30.5% DamageBuff(Cold)[*]30.5% DamageBuff(Energy)[*]30.5% DamageBuff(Negative)[*]30.5% DamageBuff(Toxic)[*]30.5% DamageBuff(Psionic)[*]3.75% Defense(Psionic)[*]4.5% Max End[*]45% Enhancement(Accuracy)[*]32.5% Enhancement(RechargeTime)[*]4% Enhancement(Heal)[*]5% FlySpeed[*]125.5 HP (9.37%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 8.8%[*]MezResist(Stun) 8.8%[*]MezResist(Terrorized) 2.2%[*]10.5% (0.18 End/sec) Recovery[*]22% (1.23 HP/sec) Regeneration[*]1.26% Resistance(Fire)[*]1.26% Resistance(Cold)[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[*]5% RunSpeed[/list] -
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I say we kill cot first. It would be annoying to take out a few vines and then stop to take out some death mage that was in your way only have the vines grow back. Who ever ends up being the point scrapper should take the power. Dont know that is yet but just like the ITF last sunday, it will become obvious.
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There is no stopping killing vines to take out a Death Mage.You kill the vines and ignore the pansy Death Mage and his cronies until the greater goal is achieved (at which time you then expunge him, after giving him a meaningful stare).
Part of the challenge of leaving the CoT is seeing if you can survive and also struggling with the targeting. I have no problem killing the CoT and then the vines, though; that is how it is normally handled and is fun as well. -
When I read the difficulty slider stuff, you were the first person I thought of.
I just want to know at what level your Claws Brute starts cranking the slider up! -
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EDIT: I'll say that I could see them removing Electron Haze:
A) It's a bit high damage for an AoE
B) 3 fast charging AoEs might be pushing it.
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Electron Haze is right on par with Fire Breath and Frost Breath.
The AoEs are what makes Rad Blast, IMO. If they gut them, I'll cry weepy tears. Sadly, if they do remove one, it would probably be Irradiate. -
Hot Feet + Blazing Aura + Irradiate + FSC + Neutron Bomb. (Deep Blue, maybe Flame Blue) Me wants it.
I hope the tier one and two blasts get the Archery treatment instead of going all the way to the more normal level. I prefer the shorter base recharges. -
Sunday July 19th, 7 PM EST. All Scrapper STF on Test.
1. Sergei DM/SR
2. Saffire Orchid DM/Regen
3. Celeste Cat Kat/Inv
4. Melted Copper Fire/Shield
5. Iggy Wasabi Kat/Fire
6. Sweetness Embodified BS/SD
7. El Outcasto BS/WP
8. Death-Mark Kat/WP
9. bAss_ackwards Broadsword/Shield Defense
10.
11.
12.
Having more than 8 is good, real life often rears its head and causes a few no shows.
If people are interested, I can invite people to our TS server for voice chatty goodness. Lurking is normal if you are mic-less, everyone (especially me) enjoys the sound of my voice, just ask me. I'll tell you. -
I am going to start a STF strategy discussion now, so we can minimize the impact of trying to figure out what to do in play.
Mission 1 is fairly straightforward. Break stuff. Leave the two parts at the top of the ramp until the end. Drop any inspires/buffs, Arbiter Sands should have gotten coffee elsewhere.
Mission 2 is the most straightforward - kill 4 AVs. Shall we fight the few spawns between the AVs? O-portal out, except one person.
Mission 3 - I'd prefer not fighting all the stuff outside but do enjoy fighting our way to the last room once inside. Shall we kill the CoT in the Vine room before or after we take out the vines and AV? Who grabs the temp power?
Mission 4 - It is way too fun to kill all 8 Security Chiefs at once and then rush into the door and fight all the ambushes at once. I recommend that tactic for the giggle-factor. It requires some patience before we fight in order to get everyone in position, so we could just fight each Chief and its ambushes individually if people want.
After that we beat on 4 AVs. Gather for buffs/inspires and charge Aeon.
Mission 5 - I like clearing all the Arachnos, but we can try to leave some if people want (or we can leave some on purpose to fuel auras for the AV fights maybe). Mako, Scorpion, and Scirocco are usually pretty straightforward. That leaves GW. We can try using a bunch of red and af few purple inspires first. If that fails, many of us have temps we can fall back on.
Once that is done, we can clear the Arachnos around the statue (or leave them to try and fuel those auras) and take out the Flyer (I'll keep a timer running to know when it may respawn, although it probably isn't a real issue).
Tanking LR is best left to a scrapper with an auto-hit debuff aura, so Shields and WP scrappers (they interrupt his summoning). If the tank goes down, someone needs to be ready to pick him up and keep him away from those of us ripping the towers down. Since high defense will be our best mitigation, the Blue tower will be our first goal. I recommend following that with the Red then the Yellow and then finally the Green.
When we have trouble with LR, remember that the towers do not spawn repairmen when they are above half health. If we need to pull out, try to make sure all repairmen are dead and leave the tower above half so it does not spawn more repairmen. If we pull out and leave repairmen alive, they will rez previously destroyed towers, so when it all goes to hell, pulling off the tower and suicide runs to kill repairmen are good moves. -
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Thanks both of you. I think I'm going to go with Energy/Devices.
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Nrg/Dev is a very fun build and I have been quite satisfied with mine. Battlefield control is excellent. I get a thrill out of killing baddie A while watching baddie B slowly run across my caltrops trying to get to me, and just before he reaches me, sending him flying back to the other side of them.
I recommend taking Hasten early in order to help your primary attacks recharge faster. -
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Im not real familiar with the term "Squishy"
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When you hit a bug, it goes squish.
When you hit a blaster, it goes squish.
When you hit a tanker, your hand goes squish.
No scrapper is squishy, but Fiery Aura has some drawbacks. -
Primaries
Ice and Sonic primaries are both great for soloing, adding significant control to damage. Energy is also very good, depending on your adeptness with utilizing knockback. Electric's control blossoms late, is AoE oriented (so, not super impressive to a soloer), and requires choosing either /Energy or /Electric as your secondary (Electric does get a single target hold early, which really is enough control anyway, IMO).
Secondaries
Ice adds more control, but lacks a End management power. Energy adds more control and damage and two interesting utility powers, and provides an end management tool, but is all single target. Electric's control comes late, but it adds great damage, and a fabulous end management tool (but that comes late as well). Devices adds tons of utility, control, and even damage, but it takes a considerable time to set that up (but that often works fine for a soloer), while it has no end management tool, if you spend the time using the secondary, you recover a plenty of endurance. Mental has options for just about everything, and its best powers come early. -
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That's too bad, I just had good visions of hotfeet+blazing aura doing very good (and large) aoe damage.
I'm sure Castle in his infinite wisdom has his reasons for the way blazing aura is for blasters.
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I have been trying to convince him to change it for awhile now.
I'd like to see its radius increased to 15 or 20 feet, like Lightning Field.
or (if the above is deemed as inappropriate)
Increase its damage so it matches the correct AT mod amount and lower its end cost to the appropriate level.