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Like that'll happen. No Scrapper APP has a blast in the tier 1 spot. Not that any of the blasts are actually worth using in all but the worst ST attack strings (looking at you Spines and Elec).
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Says you. Honestly, I'm not even that enamored with Fireball (which I think is what you meant to reference rather than Fire Blast). The APP ST attacks and mez powers just don't have the oomph that I'd need in order to actually consider taking them for any reason other than set-muling. This is why the only APP I ever bother with on Scraps is Body.
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It's a bit of both. I'd use it when you're in a mish and you're fighting guys that won't be tossed much (i.e. +2-4s) because the damage and mitigation is nice. Against an AV or other single targets, you're going to want to not use it since the DPA is pretty mediocre.
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I'd need to see your build and to see how FU is slotted. Assuming you've got 60% +rech in FU, you'd have 205% +rech in FU, which is just enough for that string. Of course, you'd only be able to use that attack string while Hasten is up, which is roughly 88% of the time, which isn't too bad.
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You would take your global recharge (on Mids', it's at the bottom right corner of the totals tab) and add it to the +rech enhancement of the power.
Quote:and holy crap thats an expensive build... lol... -
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Say what?!?! If you want a good attack string, you're going to want it.
FU>Focus>Slash (with no wait) requires 314% +rech in FU, 102% +rech in Slash, and 142% +rech in Slash. Of course, you're still going to get great damage out of FU>Focus>Slash>Wait(.396 secs) which only requires 263% +rech in FU (a much more easily attainable goal).
FU>Focus>Eviscerate (no wait) is going to give you similar but slightly lower DPS to FU>Focus>Slash>Wait(.396), but requires 273% +rech in Eviscerate, 213% +rech in FU, and 80% +rech in Focus.
FU>Focus>Slash>Swipe (no wait) is going to give you moderate success that's lower than the other two strings, but with much more easily attainable requirements: 203% +rech in FU, 86% +rech in FU, 30% +rech in Slash, and no +rech in Swipe.
No matter how you put it, you're going to want Hasten because you need so much +rech, no necessarily for all of your powers but for FU, which is the most important power you've got.
Here's a build for you to think about. It's no PvP IOs, but everything else was used. It's softcapped, perma-Hasten, infinitely endurance sustainable, 1780 hp, and 25.8 hp/sec regen. Even with all that, it's only barely capable of running FU>Focus>Slash>Wait(.396 secs), which should give you a nice, fat 260 DPS (assumed 100% chance to hit; 3 stacks of FU on Focus and Slash, 2 on Slash; 8% average contribution from AH).
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Swipe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
Level 1: Focused Fighting -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7), GftotA-Run+(7), GftotA-Def/EndRdx(11)
Level 2: Focused Senses -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), GftotA-Run+(9), GftotA-Def/EndRdx(11)
Level 4: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/Rchg(13)
Level 6: Hurdle -- Jump-I(A)
Level 8: Follow Up -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(15), Hectmb-Acc/Rchg(15), Hectmb-Dmg/EndRdx(17), Hectmb-Dam%(17)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(21), Oblit-%Dam(23)
Level 14: Health -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Heal/Rchg(43), RgnTis-Regen+(46)
Level 16: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), LkGmblr-Def(25)
Level 18: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(27), Apoc-Acc/Rchg(27), Apoc-Dmg/EndRdx(29), Apoc-Dam%(29)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(31)
Level 22: Quickness -- Run-I(A)
Level 24: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(33)
Level 26: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(34), C'ngImp-Dmg/EndRdx/Rchg(34), Achilles-ResDeb%(36)
Level 28: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx(37)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 32: Shockwave -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(37), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg(39), Ragnrk-Dmg/EndRdx(39)
Level 35: Evasion -- GftotA-Run+(A), GftotA-Def(40), GftotA-Def/EndRdx(40), GftotA-Def/EndRdx/Rchg(40)
Level 38: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(46), Amaze-Acc/Stun/Rchg(48), Amaze-EndRdx/Stun(48), Amaze-Acc/Rchg(48)
Level 41: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(42), GSFC-ToHit/Rchg/EndRdx(42), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(43)
Level 44: Physical Perfection -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45), P'Shift-End%(45), P'Shift-EndMod(45), EndMod-I(46)
Level 47: Tough -- S'fstPrt-ResDam/Def+(A)
Level 49: Weave -- GftotA-Run+(A), GftotA-Def(50), GftotA-Def/EndRdx(50), GftotA-Def/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
Except that the canon explanation for such creatures as angels (i.e. the servants of deities) and demons is already magic. You don't get a by just because you want Judeo-Christian mythical entities to not have the same origin as every other religious structure. Remember: the only difference between religion and myth is that people no longer believe in myth.
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Yes. Because we have the difficultly slider, a vast majority of the content can be soloed quite easily. There is some content that, even if you are awesome enough to solo it (which isn't too hard with a well made IO build), at the very least requires a team to start it.
This content is referred to as a task force and is the closest parallel to dungeons in other MMOs. Because CoX is designed around a vast majority of missions being instanced (i.e. separated from the rest of the game world so that no one but your team mates can enter), TFs are comprised of a series of individual missions linked by a cohesive story rather than a single instance. -
A supergroup doesn't really fulfill the same functions as a guild does in other games (i.e. forming groups, running high end content, chat, learning about the game, etc.) even though it is the closest parallel.
What you'll instead want to do is get onto some of Freedom's more popular and active global channels. I'd recommend RF2009 and Freedom Events, for a start. There are a few good private channels that you can most likely find someone from one of those channels to invite you into.
In order to join a (public) channel, simply type "/chan_join <insert channel name here>", ignoring those carrots. -
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I always preferred the way I explained it compared to Arcanaville's "tick" method.
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Quote:I dunno. From my experiences with my Elec/Nrg Blaster (and on my Elec Tanker) that is actually built to drain end, end draining isn't really a reliable method of increasing your survivability. It can be potent, but it's not particularly reliable, even less so than +def, especially against higher level enemies. I just don't really see it contributing as much as the other more standard powers within the set.I too have an Electric Tanker and she's nearly unkillable without having to spam Power Sink. My Electric Brute on the other hand, sees a great increase in survivability when I spam Power Sink compared to when I do not. Based on my experience I would assume it would be similar on a Scrapper
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Having played entirely through Elec/* on a Tanker, I can say that, honestly, Power Sink isn't really one of your main survival tools. What survivability it does contribute is largely unreliable because of the nature of end drain and recovery debuffs, especially when you consider that Stalkers don't have Lightning Field's continual -end to help with keeping targets' blue bars empty. I'd see Energize and the 3 main shields as your main survival tools whereas Power Sink, Grounded, and Power Surge mostly fulfill secondary survivability rolls that are largely optional. This isn't to say that I don't think that Power Sink should be considered optional except in extreme cases in which endurance is already solved (in the same way that I consider Consume and Dark Consumption to be "optional").
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I would definitely recommend taking Power Sink over Stamina, if only because Power Sink doesn't require 2 pre-req powers and contributes (however marginally) to your survivability. Remember that, if you're not planning on exemping a lot, you can slot Physical Perfection so that it's actually more powerful than Stamina, not to mention that Energize gives you some pretty significant end redux.
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20-30% +def is where defense starts accomplishing something and you will notice it. After that, I'd recommend going for +hp set bonuses. +Regen isn't really going to do much for you since you've got RttC giving you friggin' giant +regen, but +hp gives you functional resistance (because each hit is dealing proportionately less damage based on your total hp) and multiplicatively increased regeneration (because regen is based off of max hp 10% +hp = 10% more regen in terms of hp/sec from base hp). +Rech and +Res aren't going to be much use because */WP doesn't gain anything from +rech and +res set bonuses are too small to accomplish much of anything.
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Quote:I've noticed similar higher rewards from the Perf Shifter proc on my characters as well.Also, looking in the combat log, I was somewhat distracted to see that my Performance Shifter +endurance procs (I have 2 slotted) were giving me something like +11.13 end when they procced, not +10. I have a high base endurance due to set bonuses and accolades (at one point around 121, iirc it might be a little higher now), but would that affect the proc? I expected a straightforward +10 end. I havent noticed different results on other characters who have the proc and the Atlas Medallion, for example; those show You have granted <character> +10 endurance from your Performance Shifter text, if memory serves.
From what I've been able to gather, it actually awards you more than 10 end if you have more than 100 end but only if you actually need endurance (i.e. you're not standing around with your blue bar full). I'm not entirely sure what the percentage is, but it might ignore the passive accolades and only pay attention to +end set bonuses, which would explain why you were getting roughly 10% of you max endurance minus 10.
I'd been pointing this out since the very beginning, but most of the number crunching community didn't believe it. I've got a few screenshots of 11.13, 10.1, and 11 end bonuses from Perf Shifter, but I've always had a problem replicating them reliably (thanks to all of my toons with Perf Shifter procs already being quite well set on endurance). -
Quote:They were actually first introduced in Angus McQueen's "Division: Line" story arc, (spoiler) wherein the Rikti begin kidnapping and transforming individuals with "Mu" bloodlines so that they can begin utilizing magic, which happened a good deal before I11 (I believe it was I1, in fact).They show up (I think) once outside of ship raids, and thats as Boss level mobs in the RWZ arc for Serpent Drummer where you save the PTS.
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Is it sad that, when I started playing, my first instinct was to go out and do some research to found out how stuff worked before I started doing things haphazardly?
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Quote:Even so, Energy Melee is largely single target and the stun mags are relatively uncommon (10-60% proc rates) and not particularly long lasting (~6 seconds). Energy Melee isn't going to slow down the attack speed of absolutely every enemy around it with much likelihood.As another interesting semi-example is Energy Melee's stun effects which will result in your enemies not attacking for a period.
Fury generation can only really be slowed down by AoE effects because taking one target out of a fight when there are 7 more attacking you isn't really going to accomplish much. Ice Melee has 3 different powers which will reduce the attack speed of multiple targets (Frost, Ice Patch, Frozen Aura) so comparing the ability of Energy Melee to take out 1-2 targets with stuns for a few seconds to Ice Melee's ability to reduce the attack speed of all enemies near it by 50% or more isn't really a fair comparison. -
That's kind of the point. Ice Armor and Ice Melee directly reduce the amount of fury a Brute will generate specifically because they slow down the rate of incoming attacks. That's the entire point of their secondary effects.