-
Posts
1221 -
Joined
-
If you never want to die (after getting to 39) Stone Armor is the way to go. The movement speed penalty for Granite Armor is easy to overcome through IO sets. The recharge and damage penalties will be noticeable no matter how hard you try. You will feel like nothing can kill you though, until you get defense debuffs stacked on you or swarmed by psionics.
Invulnerability is good against smashing and lethal damage. It feels far from invulnerable against any other damage type, and squishy against psionics.
Willpower is well-rounded, but depends on regeneration. If your regen gets debuffed, you die.
As said before, Willpower and Invulnerability will feel tough at low levels much sooner than Granite Armor. Having leveled a Stone Armor brute, I can say it is worth the wait for Granite, but I should have just gone tanker for the higher resistances. -
In addition to taking less damage, defensive bonuses are easier to get than resistance.
The resistance cap for everyone but Tankers, Brutes, and Kheldians is 75%, which means you will take 25% of normal damage in most situations. Reaching that 75% is difficult for for any damage type other than your set's primary resistance type(s).
Reaching 45% defense can be done much easier than capping resistance with the right combination of defensive sets, pool powers, epic powers (some ATs), and set bonuses. Most melee attacks include some sort of Smashing or Lethal component, so soft-capping defense will help you avoid up to 95% of all damage in most situations. In situations with other damage types, ranged defense can help you avoid almost all of the rest of the damage.
Read up on defense, limits, and resistance mechanics on Paragon Wiki. -
Quote:You can actually gain access to the villain epic power pools if you change your alignment to villain (or rogue) then do the mission chain. Once you have unlocked them, you can switch back to hero.this is touched on here in this topic:
http://boards.cityofheroes.com/showthread.php?t=240598
I already have a DM/FA scrapper (which IMHO is very squishy) and was actually looking at a re-rolling as a brute for access to the Brute PPPs. Shadow Meld from the scrapper PPPs looks nice for a DM/FA but Gloom, two AoEs, and a -To Hit debuff toggle looks nicer despite scrappers capable of putting out higher DPS.
Hope the link helps in your decision. Good Luck! -
I have tried searching for threads about this with no luck. I am looking for information on how to calculate needed recharge times and DPS.
Total attack chain time seems simple, but threads I've read have different numbers. Here is what I think I know:
Attack 1 Activation Time + Attack 2 Activation Time + Attack 1 Activation Time + Attack 3 Activation Time = Total attack chain time
Recharge times seem simple, but only if you get the total attack chain time correct.
Base Recharge Time / Shortest Time Between Using Attack - 1 = Needed Recharge
DPS is simple again, but the total attack chain time has to be correct.
Damage 1 + Damage 2 + Damage 1 + Damage 3
________________________________________
Total Attack Chain Time
Can anyone fill me in on what I'm missing for the total attack chain times? -
Is this a PvE build? If it is for PvP, ignore my comments as I know nothing about PvP builds.
Siphon Life could be slotted a lot better. Do you really have the Pancea proc? If you do, you can definitely afford hami-O's in it. Search the Scrapper forums for threads about Siphon Life slotting.
I'm not sure if you planned on using Shadow Maul. It looks like you have enough recharge to do the highest possible DPS chain for dark, which is MG>SM>SL>SM.
Ball Lightning would be better than Static Discharge if you're looking for AoE damage. -
There is a patch/add-on for Mids that allows you to view the Fitness pool as inherent and slot it. I don't have it or I would give you the link. Search these forums for it.
Builds are best evaluated on the whole rather than in just the power selections or slotting. There is so much that can change when you add IO sets.
Issue 19 may bring more changes that force us to re-evaluate our builds. I suggest waiting until we have most of the information about I19 before making a build for it. I know everyone is excited about inherent Fitness, but we still have no public information about the Incarnate system, other than the Alpha Slot being removed from I18. -
Unslotted, Physical Protection adds less recovery than a Miracle: +Recovery. Slotted with two EndMods, it adds less than Numina's: +Regen/Recover and Miracle together. As you can tell, it is quite possible to make your build in a way that you don't need Energy Mastery no matter what power sets you take.
Unlocking the villain epic pools can have its advantages too. For example, you can not get a good AoE power from the hero epic pools without taking two other powers first. Mace, Mu, and Soul Mastery offer AoEs as a second power choice. Leviathan offers a cone AoE as a first power choice. This can be good for when you are tight on power choices in a build but need an AoE power to make up for not having one in your primary power pools.
Epic pools are meant to fill in gaps in your build. Pick the one that you feel does that best. If you are having endurance issues, don't have the INF to buy Numinas and Miracle, and you don't need and AoE damage, debuff, or control power, Energy Mastery is a good choice. -
I'm leveling a DM / SD scrapper right now. With stamina 3-slotted with level 25 IOs and my defensive toggles slotted with just one level 25 endurance reduction IO, I don't have endurance issues. I run the two defensive toggles from SD, combat jumping (doesn't need an end redux), and weave. I may start to run low after extended fights, but the run to the next fight is usually enough to get me back to full. I rarely use Dark Consumption. I mostly save it for mobs that have end drains.
-
You can do two things: Not fight them, or pop purples until your defense is high enough.
The hit-code is unfair for defense sets. Resistance debuffs increase damage done to a target by the percentage of the debuff, so resistance sets don't have to worry about taking much more damage than they already are taking. Defense debuffs had the potential to make you take more than double the damage on the first application and then start taking 3, 4, and 5 times more damage than you originally took. Defense debuff resistance helped reduce that issue, but getting close to 100% DDR is only possible with certain builds. To-hit buffs on the enemy end up being a direct counter to defense. Instead of multiplying their hit chance by the percentage, it effectively lowers your defense by the value of their buff. A change to that system is needed in order to make the game fair for both resistance and defensive sets. -
Electric / Shield Defense is probably the best farming combo in the game. It gives you two big AoEs (Lightning Rod and Shield Charge) with the same cooldown time, so you can use them in combination for most fights. Shield Defense has a HP buff auto-power, a damage buff that increases based on the number of enemies around you, can soft-cap defenses through IO slotting, and can cap defense debuff resistance with the right setup.
Scrapper is probably the best way to go with Elec/SD. The higher base damage means Lightning Rod and Shield Charge will do more damage. Lightning Rod's description in Mids and Paragon Wiki says it does not gain bonus damage from Fury. Shield Charge is on the pet damage cap of 400%, so while a Brute will hit that easier, a Scrapper will do more damage at 400%.
Just by looking at Mids with both powers having 3 damage IOs, AAO fully saturated, Build-Up on, and Fury at 100% after using the Villain alignment power, you can have some easy self-buffed damage numbers to compare. The Brute will do 544 damage with Shield Charge and 665 with Lightning Rod, for a total of 1208 damage. The Scrapper will do 571 damage with Shield Charge and 1104 damage with Lightning Rod, for a total of 1675 damage. That's almost 40% more damage that the Scrapper is doing in the Brute's best-case scenario. -
That build was meant to be an example of what /Stone could do. I'm not advocating Dark Melee as the best combination for it. I just happened to pick that for the heal several years ago. If I could respec power pools, I would probably go with something with a bit more AoE, like Dual Blades or Electric Melee. Mud Pots is really just a taunt aura and kills slow at 20 damage per tick on +2s. Real AoE damage would make up for the damage and recharge penalties for being in Granite Armor.
-
Quote:I'll just post my build. I only use my Stone Brute for fighting at level 50. They aren't so great without Granite Armor and Brutes don't get it until 38, which is a little late for many TFs/SFs. If you wanted to run as low as 35 TFs, I would suggest moving teleport to an earlier level in this build. There is enough movement speed to keep you moving faster than normal walking speed when in Granite, but not with Rooted too. Rooted has a very short recharge, so it isn't a big deal to turn it off between spawn or only use it when you need the regen.Ah, good to know. How about with a no purples (except the cheap ones like Confuse or Sleep), no PvP IOs, but anything else goes IO build? I had assumed that Granite would always be torn to pieces by psi damage and therefore wasn't worth the drawbacks, but if you can actually get 30% psi defense (I'm assuming multiple 3% psi def IOs in the armors?) then it might be worth another look. Assuming you can get enough recharge for decent damage in Granite without purples...
(Though this probably won't be built before I19 and at the rate I'm making inf from tip missions I might be able to afford some purples by then.)
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1408;710;1420;HEX;| |78DA9D935B4F135110C7CFF662296D6D4B2950EE42CBB65C167853D01815500C4D4| |0301A35360D1E4B23EED6DD5529A8F103F8E4F5C92FA21FC0DB835F44E3ED03D439| |F33FA0896F6ED2FF6FCFCC9C9939D3B3E59D85B8108F4F0A237666BBEA7995D3EE5| |D5F86CBD55A7D534484105D6CA894E5B694D642D5BD85D71CCC0BF2A6B43D69ADFB| |8E2D2BA7DCDB8E9B5EB6B7A42B6DDFDA7F89AF3ACEB6B554F76DE97909BDA86DF97| |5BB96E4D58AACDE90AEB7556F74F07A832A341CD7AFFA75C7CE2D36EA9BD6A22DDD| |5AB352AE7ABE749BE8B287DA2BD1EF8BD87F5A21B14A1811810DE002636A8D31BBC| |E78F7275C88A8218429DED3C230D814300A6C0A15193D79C6577205B1271CBC4798| |15A1FB8C433B4093D1B60BEC313E9086B12B103E4E8906847982313ECFF846AE880| |E8864836A4F2AC318ED627C146851D58DA26E3BEAB6A36E1C75E3A87B1875BF93C6| |74B7313BC01E8F31EE30A61AC01DC6B4CB08532709D41289294E14215352974F2EF| |224524B8C8EB3C03946E73263FA3CE313C5A7F534D3737CD04E9C3E8FD3FF205746| |181C9079CEC5F3CFD0DF0B461BD5CDEA0CD9A76CEA7A05BC641814D0AD4FD8DD349| |4A96797D1BB073C60941E32261F317E527C0E75C3394CB31FD3ECC7340731CD414C| |7318D30C52AD3E3413ECC375183601DC917C379F2A447103BAE9812C171C4CA18B0| |CE317B986F43D1D1AE3731C31812250628C8E33D2946F44E71B41BE51E49B46BECF| |E42AE87FA7808031048C7502E8CF44D3262E76342D4411BB8C22665BC2F0E3E499D| |00527E099846712C32F504796FE72AC091E8E49A6197D8367727C67677B813E467F| |E8AFAFAD458F58F9C7B24A16435B0CB62CA918B4D28AA60EBEBDFF7DDEC4F74B46D| |7DA29F13A89B8A8E4925A5E567245C95565BBA6E4BA928A92D6DB83DDC9A3AAAF63| |4AE694CC2BC9527FE2898A8CA88F2EA624AE24A1E4B092A49294928C925E25AF95B| |47E03CECEF4BD| |-------------------------------------------------------------------|
-
From looking at the build, I can tell you don't have enough defense to really feel survivable at level 50. Try to get either Melee or Smashing/Lethal to 45%.
The other thing you can do is fight fire-based enemies. Make an AE mission with all fire enemies to fight and farm that to level up until you can fight tougher things.
After playing characters at 50 with fully slotted IO sets, every character I play feels squishy until they hit 50 and get IOed out. Don't get discouraged if you die a lot. That's just how the game is at those levels for many power sets. The end-result is worth it. -
I prefer Kinetics for my Defenders. You can be useful in a group by taking Speed Boost. Every other power is for your benefit, or yours and the group's when teaming. Fulcrum Shifting yourself against 10 enemies then dropping some AoE goodness can make you feel like a capable blaster, almost. With the right power choices and IO setup, you can soft-cap enough defenses to not worry about most enemies attacking you back.
-
How do late-game groups tear through Granite Armor? I have yet to see anything but heavy defense debuffers affect my stone brute. Even psionic enemies aren't a big threat because I have 30% psi defense from IO sets. Granite has the most status protections, total defense, and total resistance. On top of all of that, the regeneration from rooted can put Stone Armor close to half of what Willpower has. Sure, it won't be doing damage like a shield brute, but it is definitely the most survivable defense set in the game.
Invulnerability comes in a distant second place for survivability. It does not have heavy resistance to damage types other than smashing and lethal.
Willpower is favored for the extreme regeneration values and endurance recovery in the power set. The base defense of the set is nowhere near capped and the resistances are laughable. Properly IOed, it can perform well, but I don't think it will come close to what a stone or invul can do.
Shield and Super Reflexes can cap positional defenses and defense debuff resistance. This works great against most enemies. However, there are some attacks that don't have positional flags and bypass your defense every time. Carnies are one of those enemy groups to avoid.
Dark Armor has a lot of psionic resistance and defense, and a good amount of resistance and defense to everything else. I think Dark Armor is one of those underrated and underused sets that can perform well against just about anything, once you get past the endurance issues.
In general, the biggest problem with defense-based sets is the to-hit code. Higher-level enemies will hit you more often no matter how high you raise your defense beyond the soft cap. Enemies with to-hit buffs will effectively ignore your defense and make you feel like a squishy blaster. I was fighting level 46 Resistance the other day and they all had targeting drones. My soft-capped defense character showed a 58% chance to get hit in the combat log. Our group was getting torn apart by them... -
Has anyone posted the math for reward rolls for the alignment (Hero / Villain) merits yet? I am curious to know if it is statistically better to do the rolls or stick with picking a recipe I know will sell for 50 million per alignment merit.
I have tried the reward rolls ten times and got less than 1 million out of the recipes for all but one try. My first try, I got a Luck of the Gambler global recharge, but the other nine made the math more in favor of picking a recipe. Am I just on a bad luck streak, or do the reward rolls really pay off? Also, what level range is best? I have been doing 35-39 rolls on my level 50 characters. -
Sometimes I wonder why this game is called City of Heroes. Aren't we supposed to be the heroes? Instead, average enemies are able to affect our characters in ways that disable or kill us.
I'm not saying the game should be incredibly easy. It should be a challenge or people will get bored. However, there are certain things the NPCs do with minions that ruin the experience of playing a super-hero. In the comics, it is rare for a "minion" to be more than a speed bump for most heroes. "Lieutenants" are not really a challenge; they just take a couple extra punches and a bit more effort on the part of the hero. Anything beyond that is where the real challenge is for the heroes in the comics.
When powers like smoke grenades, blind, sapper endurance drain, Carnie Illusionist summons and unaffectable states, and Resistance stealth and accuracy exist on minions and lieutenants, it tends to frustrate players. The challenge isn't the issue. The fact that something that isn't supposed to be challenging is far too challenging is the real issue. Save those powers for Elite Bosses and AVs, not minions and lieutenants. -
The only issue I see is that you go past 45% defense due to a couple powers' slotting. The only time it helps is if the enemies have an accuracy buff or if you get debuffed.
Debuffing shouldn't be an issue if you get enough defense debuff resistance. If you can pick up Grant Cover just for the DDR, then put a second recharge IO in Active Defenses, that would put you at 92% DDR when Active Defenses is double-stacked. The best way to pick up Grant Cover is to drop the Pyre Mastery pool and replace it with Earth, Mace, or Mu. That allows you to retain a ranged single target power and a targeted AoE. -
Kinetic Melee is treated no differently from other melee sets when slotting for bonuses. I do see a couple things that could be changed in your build though.
Gladiator's Armor 3% defense is the most expensive IO you have. Can you really afford a 4 billion inf IO?
Why didn't you take Burst? Quick Strike is such a low damage power that it probably lowers your DPS. Burst would give you some AoE damage after Shield Charge is used. -
Shield Charge is capped at 400% damage bonus because it is considered a pet attack. Lightning Rod's description says it is not affected by Fury. I have not played a Elec/SD brute, so I can not confirm this, but I tend to believe power descriptions. With both of those limitations, you will do better damage as Scrapper instead of a Brute for the increased base damage.
Gladiator's Armor is going to cost you several billion Inf. Do you really have that much to spend?
You should have at least two recharges in Active Defenses so you can keep it on all the time. It is your only status protection power. Some builds I have seen attempt to double-stack Active Defenses for the defense debuff resistance. Those builds usually include Grant Cover as well.
Phalanx Fighting does not need to be slotted. You can if you want set bonuses, but the enhancements only improve the defense gained by being in melee range of allies. -
I got into an argument with my guild leader which led me to being kicked from the guild. I was already thinking about leaving, so it wasn't a big deal. However, he never could explain to me why you would slot resistance enhancements in Unstoppable. He claimed it was for STF, but couldn't give me an exact reason other than the fact that he has 4-manned it.
I want to know why going over 90% resistance helps against anything. It would also like to know if I was right so I can feel better about not being in that guild.
Here are the forum posts. Names have been removed for privacy.
Quote:Originally Posted by Other Personhere is my example. any suggestions to improve?
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Level 50 Natural Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
------------
Level 1: Resist Physical Damage ResDam-I(A), ResDam-I(5), ResDam-I(5)
Level 1: Barrage Acc-I(A)
Level 2: Temp Invulnerability S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(3), S'fstPrt-ResDam/EndRdx(3), ImpArm-ResDam(15), ImpArm-ResDam/EndRdx(42)
Level 4: Bone Smasher C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Acc/Dmg(31), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Dmg/EndRdx(42)
Level 6: Dull Pain Panac-Heal/+End(A), Panac-Heal(7), Panac-Heal/EndRedux(7), Panac-Heal/Rchg(11), Panac-Heal/EndRedux/Rchg(11), RechRdx-I(17)
Level 8: Unyielding S'fstPrt-ResKB(A), S'fstPrt-ResDam/EndRdx(9), TtmC'tng-ResDam(9), TtmC'tng-ResDam/EndRdx(15), TtmC'tng-ResDam/EndRdx/Rchg(40)
Level 10: Combat Jumping Krma-ResKB(A)
Level 12: Resist Energies ResDam-I(A), ResDam-I(13), ResDam-I(13)
Level 14: Super Jump Jump-I(A)
Level 16: Swift Run-I(A)
Level 18: Invincibility LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(21), Ksmt-ToHit+(37), Ksmt-Def/EndRdx(37)
Level 20: Whirling Hands Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-Dmg(23), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(37)
Level 22: Health Numna-Regen/Rcvry+(A), Numna-Heal(43), Numna-Heal/EndRdx(43)
Level 24: Stamina EndMod-I(A), EndMod-I(25), EndMod-I(25)
Level 26: Hasten RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Build Up Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(29), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(43), GSFC-ToHit(45)
Level 30: Tough Hide DefBuff-I(A), DefBuff-I(31), DefBuff-I(31)
Level 32: Unstoppable ResDam-I(A), ResDam-I(33), ResDam-I(33), RechRdx-I(33), RechRdx-I(34), RechRdx-I(45)
Level 35: Energy Transfer C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Acc/Dmg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Dmg/Rchg(42)
Level 38: Total Focus C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Acc/Dmg(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Ring of Fire Acc-I(A)
Level 44: Melt Armor AnWeak-Acc/Rchg/EndRdx(A), AnWeak-DefDeb(45), AnWeak-Acc/DefDeb(46), AnWeak-Acc/Rchg(46), AnWeak-DefDeb/EndRdx/Rchg(46)
Level 47: Fire Ball Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Acc/Dmg(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(50), RechRdx-I(50)
Level 49: Taunt Taunt-I(A), RechRdx-I(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1417;698;1396;HEX;|
|78DA9D94D94E135118C7CF406BB7E96629652D2D14BA0023D CB95C7821989080A98|
|A5CA938C0B18C36039919D0DEF9003E82DCA92F60DCE23BB8 A011E539BCD0088EDF|
|722034DE3949FFBF99EF7CDBD9BAF0704617E2D145A1E9979 AA6EB2E2F9AF67DE98|
|4AE98DE966336E30F4CA7B02DBD826D35D6BD901022CF0ECB 33F2AEB45D69CCD9DB|
|5B4D5B3AE68AD5B4BC56AF1A5E904D298D591868B4F8233D6 7AF4B47DA9E71F4A2D|
|737369AC6BC34372DBBC11F972DCF96AE1BA58FEB9B52AEA5 E915AA58AEC525D2B3|
|9BD6AA516F397279C1743DE9B47AA0AF2AFC7623201AFC84D F212600D322D086705|
|4A8C717A28F4C9F2146E39880D6032F83A223C7E826242A80 B2A8960851C8D0C919|
|029D9232A4D608F93B84E22AA16A12BE40F620670F068B9D6 83A55600C10A279C61|
|021354E515F212AA47A0A714F616E266C68E890A811CA9384 6ED89708BB8BC84F81|
|7E7B9021A65622C673D7DB908398B85A8978854C413025559 AE42499BE419A34AD8|
|E1F4C67A9D8E92E468AD09521940EA96AE917418735CA70EE 6046D0C4BA6043B0D3|
|DF8C0342F19050FA430841F9AC6A39BB44696B37185709617 0C829875C81FAEB69C|
|33038F42A875E5EC9BE3624A0B17EB5AEFD3B1DD8E5C013C6 33EAA1F69C30F194F0|
|1D663FA8F20DE67993DBB00F0E436AA243BCAE857670DD226 38291842E86D5111AE|
|62334C24768848FD0883A422B7CBCC07D54151965F731761F 63F731F62B7354F91E|
|610F96BDA2F6B7C227FD075CF47155777C9727FA9E30F981F 191F189B00F190C55D|
|7784319CEBC66BC60BC244CBF62F0E462D0ED14476953D327 47060227EE9E0F8F98|
|FFC7520FA8FB0B168D2CD5C0F195F62329B84C3CFABFCF5BF DA864E41AFE172CA2D|
|45196506EA2DC42B98D62A2ACA0ACA2F8EF8EA39367B1AF73 28E7512EA064A13FF1|
|183D433190188A8E124749A02451522819943E941D14FF2FC 0CFFB24|
|-------------------------------------------------------------------|Quote:Originally Posted by MePancea is a PvP set and is going to cost you billions to obtain. Unless you already have it, or have billions to spend, don't slot it in a build.
Why do you have so much knockback protection slotted? Your power set includes 10 mag and 10000% resistance to knockback. You don't really need more mag protection.
Unstoppable does not need resistance IOs slotted. You will be way over the resistance cap on all but a few damage types. The remaining are just slightly below the cap.
You have way too much accuracy in your build. If I understand the attack mechanics correctly, 243% accuracy gives you capped hit chance against +4 enemies and 197% accuracy is enough for capped hit chance against +3s. If you aim for 200% for each attack, you should have a 78% chance to hit +4s, which you probably won't fight often. A few different set bonuses might benefit you more than the accuracy you have.
When I19 make the fitness pool inherent, you might benefit from taking Tough and Weave from the fighting pool. The extra resistance from Tough will help you get to the smashing/lethal cap. Weave's extra defense is nice to have.Quote:Originally Posted by Guild LeaderI would agree that it's not worth the money for the panaceas. Also without seeing it in mids I can't agree with the accuracy comment but if it holds true you mau want to slot more damage. As for the comment on not needing to slot resistances in unstoppable... absolutly the worst advice I have ever heard. Ignorance is bliss and as I know syntax means well, I know he has never tanked an STF. If you follow his advice recluse will *** **** you and post it on youtube. Absolutly slot resistances in unstoppable for those not so fresh moments in the STF. The powers by the level seem fine so now its just slotting and tweaking and I think you will enjoy it. -
Quote:That's exactly what I was trying to say, but in terms a new player should be able to understand.tl;dr: Mostly "yeah, what they said." Poster feels that Willpower is still very workable for late-game, high level PvE hijinks at increased difficulty with IO's, but IS NOT as suitable for THE highest tier scrapper insanity such as soloing pylons or soloing multiple AV's as other secondaries are.
Quote:So if I'm understanding this, everyone is saying that primary is up to me, everything rocks, but WP seems to be the most newbie (survivable) secondary?
Kinda thinking about a MA or Katana. Does one of these do significantly more damage than the other?
To me, the only scrapper primary sets that stand out are Dark Melee and Dual Blades. Dark Melee is the only one with a heal in it. As a Willpower character, you probably won't need the heal, though. Dual Blades has a combo system that is used for generating extra special effects or damage, but the set is generally regarded as less capable of doing single target damage than other sets. In exchange, it has more AoE potential than anything but an Electric/Shield scrapper. Spines probably comes close, though.
Pick whatever you think looks neat or fits the hero/villain role you like. A scrapper's job is to do damage to the toughest target they can find. Any combination of primary and secondary can perform well, though some outshine others in very specific situations which usually involve very skilled players and extremely expensive builds. -
Why is this in the scrapper forums if it is a blaster build?
It looks okay, but I like using Mace Mastery for Scorpion Shield. That makes it possible to cap ranged, energy, smashing, and lethal defense on almost any build that can use it. Smashing and lethal defenses aren't quite enough for me. -
Agreed. I was referring to buffing situations where you would mostly be killing packs of enemies. Against something like an AV, debuffing damage will help your team's survivability greatly.