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Posts
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For Scrappers.
I need to wait until we know the powers from the Blaster primary to elaborate on this more but...
Tier-1: Rubber Bullet: Minor Damage: Immobilize: -res
Tier-2: Cryo Round: Minor DoT (Cold): Hold
Tier-3: Ranged Shot: Moderate Damage
Tier-4: Poison Tipped Bullet: Single Target: -res, -def (double the values of Melt Armor)
Tier-5: ?name?: ?PBAoE or Targeted AoE?: Moderate damage -
Quote:Sure...you can stun a boss if Thunder Kicks stun fires...but...you shouldn't have to use another power to affect a foe.Cobra Strike is designed to be a high powered, single target stun. Used in concert with Thunder Kick and Eagle's Claw, it works just beautifully in keeping a target perma-stunned. It works just fine as is. It doesn't need a damage boost IMO.
Cobra Strike alone on a boss is worthless.
Another comparison example: Touch of Fear on a boss...it won't make them cower in terror but it will give them that -tohit.
Cobra Strike needs another aspect to it...whether you raise its damage or its stun mag...something needs to be done to bring it up to par. -
I believe the power should do more than just one thing (the one thing being just stun).
It has damage...but the damage is extremely too low to be worth it.
To compare...Siphon Life does damage and heals you...Touch of Fear terrorizes and gives -tohit...Slash does damage and lowers defense...Follow Up and Blinding Feint do damage and adds +dam and +tohit...
There are no other scrapper primary powers like Cobra Strike. Nearly all the powers have two effects; damage and a secondary effect. Some powers do just damage but the damage is so high that its worth it.
Cobra Strike's damage is far too low to be equal with other similiar powers. -
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What about Dual Pistols as an Epic Power Pool?
Wouldn't that work? -
Simple suggestion.
Raise the damage of Cobra Strike to give it the same DPA as Siphon Life. -
Quote:What do you mean overpowered?MA can keep a boss perma-stunned with Cobra Strike and Eagle's Claw, which SS can't do. That's about the only thing MA has over SS, but it is useful.
That's an interesting idea, but it might be a bit overpowered with Cobra Strike's animation time.
Clobber has a 16s recharge with a 1.23 cast time.
Cobra Strike has a 20s recharge with a 1.67 cast time. -
Your power choices are far from what I would pick...but if I HAD to choose those powers...this is the build I would come up with:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Tenfold Forcer: Level 50 Natural Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Thunder Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Dmg/Rchg(5)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 2: Storm Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), Mako-Dmg/Rchg(9)
Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13)
Level 6: Swift -- Run-I(A)
Level 8: Crane Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46), Mako-Dmg/Rchg(46)
Level 10: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(19), DefBuff-I(21)
Level 14: Super Jump -- Jump-I(A)
Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(19)
Level 18: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(21), Numna-Regen/Rcvry+(25), Numna-Heal(27), RgnTis-Regen+(27), Heal-I(31)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(31), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(33)
Level 22: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(25)
Level 24: Crippling Axe Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40), Mako-Dmg/Rchg(43)
Level 26: Dragon's Tail -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(34), Armgdn-Acc/Dmg/Rchg(37), Armgdn-Acc/Rchg(37), Armgdn-Dmg/EndRdx(39)
Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(29), DefBuff-I(29)
Level 30: Focus Chi -- RechRdx-I(A)
Level 32: Eagles Claw -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Dmg/Rchg(34)
Level 35: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal(36), Dct'dW-Rchg(37)
Level 38: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(39), DefBuff-I(39)
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-Heal(A), Numna-Heal/EndRdx(45), P'Shift-End%(45)
Level 47: Laser Beam Eyes -- Apoc-Dmg(A), Apoc-Dmg/Rchg(48), Dev'n-Dmg/EndRdx(48), Dev'n-Acc/Dmg/Rchg(48)
Level 49: Energy Torrent -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(50), Ragnrk-Acc/Dmg/Rchg(50), Ragnrk-Dmg/EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
I was thinking of Martial Arts and I was thinking about how it's about damaging but it's also about not letting someone hit you.
I suggest that a +defense or -tohit be added to one of the powers.
If +defense...make it the same value as Parry.
If -tohit...make it the same value as Touch of Fear.
I'm thinking the best power to add this to would be Cobra Strike.
Sure it gives the Stun...but its damage is extremely low.
What are your thoughts? -
I'm curious...what attack chains do you use?
I'm really having a hard time picking the attack powers in MA...Thunder Kick is extremely lame on the animation...Eagle's Claw is almost a no-go because I do not want to flip in the air like an acrobat and the punch animation is obviously out of the question. -
I have never taken a travel power on a Scrapper.
To me...it's not how I get there...it's what I do when I'm there. -
Quote:What's your attack chain?...for fighting AVs.I have a fully IO'ed out MA/SR 50 scrapper, that I have played for years and while I love MA for the theme of my character, the lack of a real solid secondary effects and only one AoE in MA make in middle of the pack in my opinion. If you have a MA/SD and have Shield Charge that obviously makes a second AoE, so there you go.
It makes it difficult to go +4/+8 with the one AoE and while I have soloed several AV's, I don't pack the power of many of the other archetypes -
I know what this looks like from the videos...but what is it like in game?
Has anyone picked the punch over the kick?
I really don't want the kick but the punch looks kind of ridiculous (at least it the video).
Any thoughts? -
I've played this game for just about 3 years now and it has been one of favorite games.
My problem is that my love for this game is fueled by making "perfect" concept characters...with their backstories tied into the game canon and the powers reflect this.
I have my main characters all fleshed out at level 50 and now I can't come up with anything worth playing through the game.
I've played every AT and powerset at least up to level 14 and nothing I have came across is good for a concept I'm going for and it's just not fun to play.
The Scrapper and the Tanker are the only ATs for me and I have the "perfect" concept, backstory and powers for them. I only have two mains...one being the Tank and the other being the Scrapper. These are my characters that are fleshed out at level 50.
They have been at level 50 for more than a few months now and all the other characters I have created just do not do it for me like they do.
I want to start from scratch and go through the leveling process (another aspect that makes this game fun for me) again with these same characters...but in doing this I would have to delete the characters at level 50 because I have to use the correct names.
So I'm torn...I really do not want to delete the 50s...but I might be done with this game if I don't.
Has anyone done this?
If not...what would you do to keep interest in this game? -
I'm different...if they take the endurance management part out of this game...then I will quit playing.
I never had a problem that the correct slotting couldn't fix.
Also...they took away the endurance cost of Brawl...low level Tankers (or any AT) should not have endurance problems that would make them want to quit the game. -
I suggest that they use the Brawl animation as an alternate to Thunder Kick.
I understand that most people want new animations all together but...having the Brawl animation as an alternate is better than not having an alternate animation at all, right?
I see no reason why this shouldn't and couldn't be made.
Just look at all the other sets that use the Brawl animation...Shadow Punch, Energy Punch, Stone Fist, Frozen Fist... -
Quote:I don't understand why they didn't just use the Brawl animation for Thunder Kicks alternate.Personally, the ones they did look... well, good enough. Nothing spectacular, but nothing too awful.
My problem is they left three powers without alternate animations!
Dag nabit, I want my puggalist! I want a boxer, not a kickboxer! (grumble, grumble...)
I mean...being able to choose the Brawl animation is at least better than not having an alternate animation. -
For those who play this set and utilize both the kicks and punches...
I'm looking for a great looking attack chain that uses both kicks and punches...something very batman-like. -
Quote:I 4-slot both QR and Stamina with four Performance Shifters...Chance for +End, End Mod, End Mod/Acc, End Mod/Rec.Hi all! I've got plans about making a dark/WP scrapper, but I've wondered something about slotting WP. I know that WP's QR is better than Fitness' Stamina, but I've still thought about how to slot the different staminas. Some help please. Also, I'd also like to see some actual build ideas for the combo DM/WP, so I'll get some ideas.
Much obliges, and thank you! -
I deleted this post (which you can read where people quoted me) because I have found out that you cannot have CJ toggled while Ninja Run is toggled.
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I deleted this post (which you can read where people quoted me) because I have found out that you cannot have CJ toggled while Ninja Run is toggled.
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Quote:I'm seeing chats about it being an exploit for gaining influence and erasing debt.Christian Era...
In Cox terms I have seen it used for:
Collector Edition and Council Empire
At a guess I'd go with the latter, a big outdoor map packed with mainly S/L mobs.
It sounds like something that needed to be petitioned but I didn't really know anything about it.
Were these people just talking BS? -
I keep hearing about this in game and it sounds like it's an exploit.
What is it? -