Vitality

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  1. Simple...

    Take Dodge and Lucky.
  2. What would I make it now to be equal to the old Invincible difficulty?
  3. Quote:
    Originally Posted by Dechs Kaison View Post
    Well, yeah. You still don't want to die all that often, because the self rez isn't a fast recharge power. I also didn't mean for the debt protection to be 100%. At most, it should be 50%.

    Maybe the self destruct should be immune to buffs but still enhanceable or something like that. You'll deal more damage per unit time by staying alive, but I kind of made the set with the idea that you would want to die.
    Then your just a blaster that HAS to fight in melee range...unless you pick Spines and Body Mastery and use the ranged attacks.

    That's actually underpowered.

    I really think that this set would either be overpowered or underpowered...with the middle ground copying the blaster AT.
  4. Quote:
    Originally Posted by Captain_Photon View Post
    Only one of the Blaster ancillary pools has a self-rez. The rest of us are out of luck.
    Well that even furthers my point.
  5. Quote:
    Originally Posted by Dechs Kaison View Post
    No, it's not crazy. That's the reason I asked.

    What about it seems overpowered? Is any aspect overly abuse-able?
    Well this set is brought up to be to most damaging set.

    Scrappers are made to survive and kill...trying to balance both of those is the key.

    With powers such as self-destruct and self-rez...your basically taking out the need to survive...making it to the point that you actually want to die while playing this set.

    (Fiery Aura has self-destruct and self rez in one power...so you still don't really want to die...but if you do happen to die, your self rez has some damage it can do.)

    Taking away the apsect of not wanting to die while also giving it the most potential damage is why its overpowered.

    Blasters don't want to die...they want to find away to unleash their massive damage and still survive. (They do get a self rez in their epics but no dept protection power)

    The real downside in this game is not wanting to be defeated (which is changed because you have a power that makes you want to die), debt (which is covered with your debt protection power) and missing out on action (which is covered with your self rez)

    When you no longer have to worry about dying and you deal the most damage...thats overpowered.
  6. This may sound crazy but...

    I actually believe that set would be overpowered.
  7. In the OP's defense to some criticism about his/her first post...

    Thats how most things get done...someone gets a "basic" idea to share with everyone and then if everyone likes the idea they ALL brainstorm over the final details.

    Not every idea is clear cut and to the point...such as shows for instance...someone gets a main idea and proposes it...then they get a staff of writers to write out all the details to make actual episodes.

    Just because someone doesn't have the idea down to a T doesn't mean they shouldn't share the idea and hope other like minded people could help shell out the details.
  8. Don't make Umbral angry...you won't like when (s)he's angry.
  9. Although I do believe that the devs don't care if we match certain powersets...I do believe that the fans who voted for these powersets did so because of V for Vendetta.
  10. Quote:
    Originally Posted by Santorican View Post
    I'll have to remake it, it'll take me a while but I remember I had 901% passive regeneration lol but it was such a lol build it was pretty worthless.
    I figured you had to give up way to much to get your regen that high...thats why I wanted to see the build.

    I thought it was the actual build you were playing with.
  11. Vitality

    Statesman TF

    Quote:
    Originally Posted by Rush_Bolt View Post
    According to ParaWiki, Recluse has 2 Energy blasts, 2 Energy/Smashing melees, one Smashing melee and 2 Lethal melees. So while the majority of his damage is typed for Energy, there's still a lot left to deal with.

    Of course, you'd also have to deal with the blue tower which gives him a good chunk of +ToHit rendering much of that DEF you've got moot.
    Ok...so if defense means nothing then wouldn't Electric Armor be the best for this task? (70+% S/L resistance and 90% Energy resistance)
  12. Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), ResDam-I(5)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(48)
    Level 2: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5)
    Level 4: Haymaker -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/Rchg(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(46)
    Level 6: Swift -- Run-I(A), Run-I(7), Run-I(7)
    Level 8: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(33), Dct'dW-Rchg(33)
    Level 10: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(13)
    Level 12: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15)
    Level 14: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(19)
    Level 16: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(19), Numna-Regen/Rcvry+(21), Numna-Heal(21), RgnTis-Regen+(23), RgnTis-Heal/EndRdx(23)
    Level 18: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def(25), GftotA-Run+(25)
    Level 20: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(29), Hectmb-Acc/Dmg/Rchg(31), Hectmb-Acc/Rchg(31), Hectmb-Dmg/EndRdx(31)
    Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(37), P'Shift-EndMod(37), P'Shift-EndMod/Rchg(37)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(29)
    Level 28: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), GftotA-Run+(36)
    Level 30: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(36)
    Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(43), GftotA-Run+(43)
    Level 35: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42), GftotA-Run+(43)
    Level 38: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(40), Armgdn-Dmg/EndRdx(40)
    Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(42), GftotA-Run+(42)
    Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 47: Physical Perfection -- Numna-Heal(A), Numna-Heal/EndRdx(50), P'Shift-End%(50)
    Level 49: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rchg(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A), Run-I(39), Run-I(39)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
  13. Quote:
    Originally Posted by DumpleBerry View Post
    This^^^ oh god this. I'm half-afraid that Going Rogue is going to involve a cutscene where States says something to the effect of "You'd all better switch to your alternate builds, get the best enhancements, and eat a bunch of inspirations--these Praetorians are going to be tough!"
    Where can I see the cutscene your talking about?
  14. Vitality

    Elec Mastery

    Quote:
    Originally Posted by McBoo View Post
    Not really, blasters use the combo now and back it up with superior damage. Now EM Pulse might be a bit overpowered since Power Surge comes with a built in EM Pulse. I'm just sayin'....


    >
    Yes, but the blaster does not have the same survivability in melee range that the tank does.

    For a blaster...you run and jump into a group and try to incapacitate them with the risk of dying.

    A tank can render a group harmless because the tank is able to stand in the middle of all the foes and use those powers over and over without much risk of dying.
  15. Vitality

    AoE Scrapping...

    Spines/Dark or Spines/Fire or Spines/Electric

    Why and why not?


    I want an AoE killer that can manage endurance and survive.

    I know Spines/Dark can be powerful, but I'm wondering about the endurance issues...and how often do you have to use Dark Regen?

    Spines/Fire seems like a good fit with Healing Flames and Consume.

    Spines/Electric (metal spines and electricity just looks so badass) seems like you would not have any endurance issues and you get knockback protection...but it seems to be more "squishy" then the other two mentioned.

    What do you think?
  16. Vitality

    Elec Mastery

    Quote:
    Originally Posted by McBoo View Post
    Sorry, I meant Short Circuit. SC+PS=drained mobs=good for crowd control!

    1. Shocking Bolt
    2. Lightning Bolt
    3. Short Circuit
    4. Ball Lightning
    5. EM Pulse


    >
    That would be badass...but I'm also thinking overpowered.
  17. Vitality

    Statesman TF

    Does LR have an attack that does strictly energy damage...or is it all energy and smashing?

    I ask because I'm wondering how a softcapped s/l defense Electric armor tank would do...given that electric armor is capped energy resistant.
  18. Vitality

    Elec Mastery

    Quote:
    Originally Posted by McBoo View Post
    I'm all for this but I'd like to see Power Sink in there somewhere; perhaps something like this:

    1. Shocking Bolt
    2. Lightning Bolt
    3. Power Sink
    4. Ball Lightning
    5. EM Pulse


    >
    Your joking right?

    Electric Armor gets Power Sink/
  19. Quote:
    Originally Posted by Santorican View Post
    Passive regeneration only does so much, you either have a lot like 800% to 900% or less and go for other bonuses like defense and recharge. Don't let 50% less passive regeneration scare you because you won't be able to tell the difference.
    900%?

    Please show me that build.
  20. Still no replies...

    I think that answers my question.
  21. I've started one of these and I'm currently at level 10.

    It's "fun" so far. I always wanted to have a damage aura power and knockback resistance without needing IO's.

    This set seems like a great AoE combo.
    Has anyone made one of these into the higher levels?
    If so, how does it/you play?

    On paper it seems like this can be build to be pretty sturdy with good slotting and playstyle.
  22. Quote:
    Originally Posted by Darth_Vernon View Post
    I have Jab, Haymaker, Air Sup, KO Blow, Hand Clap, Rage, and Hurl. All my attacks are at least 5 slotted, KO Blow, Haymaker, and AS are 6 slotted. I also have Kick (unslotted), but dont use it.
    I havent seen the animations on MA recently, are they cool? Which powers got changed?
    Any Fire/SS/Pyre Tanks wanna chime in?
    I personally think super strength does great damage.
    At least enough that when I'm soloing I'm not wishing I was a scrapper.

    For Martial Arts...Storm Kick, Cobra Strike, Crippling Axe Kick and Eagle's Claw have alternate punch animations.

    I don't care for them personally (meaning that they weren't enough for me to make a Martial Arts Scrapper)...but Haymakers new animation (from SS) and Crippling Axe Kicks new animation are the same.
  23. Quote:
    Originally Posted by Darth_Vernon View Post
    Ive seen the Fire/SS/Pyre build a few times on here in other topics. I always lean more towards Scrappers as they do more damage, but I can see the awesomeness that FE+Rage+knockout Blow+ Footstop are. I just hate having to wait so long in a build for decent attacks. I have a lvl 33 Inv/SS on Justice that hardly ever gets played cuz it feels liek he does no damage and soloing takes forever.

    Maybe Im retarded or just can't think straight yet (no coffee), but can I do SS on a scrapper?
    No SS on a Scrapper...although there is the new animations of Martial Arts.

    I have a Level 33 WP/SS Tank and I do good damage.
    What attacks does your level 33 Inv/SS have? Are they slotted? Do you have Rage?
  24. Vitality

    Vitality vs

    Quote:
    Originally Posted by Desitre View Post
    So I'm just curious, have you tried to see how many AV's you can take on at once, not necessarily kill them but take the damage and not die?
    I have not yet done that.
    Once I finish my pure TANK build I will see (I still need a few more Kinetic Combats to softcap my s/l defense).

    Is there an AE mission where I can test this?
  25. Vitality

    Vitality vs

    Quote:
    Originally Posted by Call Me Awesome View Post
    It could be done with an Invuln; you'd need to have considerable recovery IO bonuses though. The problem is having the recovery for non-stop attacking over the 20+ minutes it'll take, actually surviving is trivial. My BS/Regen scrapper has solo'd a few AV's and even with that character my biggest problem was endurance.
    Yeah, surviving was not an issue at all.
    With all my +recovery set bonuses and having the performance shifter proc in both QR and Stamina I never went below 50% endurance.

    Obviously an invuln does not get QR but there is Conserve Power and Physical Perfection...so you should be able to overcome endurance concerns on an invuln.