-
Posts
3682 -
Joined
-
-
/bind e "powexecname Super Jump$$powexecname Combat Jumping"
Swapping back and forth has become second nature. -
Now I'm curious what I did. Looks like five Hecatombs (sans dam/rech) in Smite plus one common endurance IO. Midnight Grasp has two Crushing Impacts (dam/end/rech, acc/dam/rech) and four Makos (dam/end, dam/rech, quad, proc). So it looks like I wanted the purple proc in the most frequent attack, and then was after the hit point and damage set bonuses. If I didn't need sustainable endurance usage, I'd have probably stuck just about anything other than the endurance IO in Smite's last slot.
-
My real world politics and my in-game "politics" are loosely correlated at best. It wouldn't surprise me if that's true of many or most players, and in both directions. A die hard capitalist might prefer a game where you don't have to use a market to get goods, and where most people have similar equipment, such as a first person shooter or this game before I9. A die hard socialist might prefer cutting loose in the game, slicing and dicing their way through the game economy, secure in the knowledge that IT'S JUST A GAME. I don't kill "villains", "heroes" or "other players" in the real world either.
-
Quote:I run *ELEVEN* toggles on my Katana/Dark Armor Scrapper. Who's got twelve?I have dark/dark tank (with Stamina) who runs *TEN* toggles. Without IO's, that would be a horrific task.

The problem with hit point bonuses is that assuming you DO get a lot of recharge, you'll be capable of keeping Dull Pain up full time. So any hit point bonuses beyond the cap while Dull Pain is up are going to be highly situational. Highly situational effects are rarely worth the trade off.Quote:For a regen scrapper, I would choose recharge and hit points buffs above all else.
That said, I run a low +recharge, high +defense, high +hit point, high +regeneration Katana/Regen Scrapper. It isn't optimal, but even with only an I12 build, it isn't TOO far off the curve. It also suits me well, because I'm lazy, and I only want to click things when I'm turning up the difficulty level a lot. -
I simply don't think of set bonuses as covering holes or boosting strengths. I think of set bonuses as letting me achieve build goals, such as soft-capped defense, sufficient recharge for my desired attack string, and so on.
As a Regen Scrapper, prevailing wisdom is to slot for recharge, recharge, MORE recharge, and then defense. Don't bother with +regen except as happens accidentally. Don't bother with +hit points except as happens accidentally (you "need" just enough to be at the hit point cap with accolades and Dull Pain). Definitely don't bother with +heal. Resistance would be nice, but you get pretty negligible amounts out of set bonuses. Do take the fighting pool for Tough. Consider Weave if you're stacking some defense.
You could think of that as covering holes instead of improving on strengths. But I can give a counterexample with a Shield Defense Scrapper. You get a lot of defense with a Shield Defense Scrapper, but you want a lot more. You want to get to the 45% defense soft cap, so pile on those pool powers and set bonuses. That's the most critical part of the build in my opinion. You could think of that as improving on your strengths.
So the answer is a simple "it depends" and also "I wouldn't even look at it that way." -
I'll second what Kosmos said, "viable, but... far from optimal". Scrappers have the survivability to go face to face and put out a lot higher damage that way. Or if you want to stay at range and put out significantly higher damage with high survivability, make yourself a range soft-capped Blaster. But if it's a concept build of some sort, a ranged Scrapper should be perfectly playable, and I know I've read about people playing them and having a good time. It's just been a long time since I've seen mention of them.
-
I thought it was Aliana Blue at the aggro cap, but my memory ain't always so great. Whoever it was, I'm pretty sure it was with custom AVs, not with dev AVs.
-
Dark Melee/Invuln is probably your Scrapper of choice if you're trying to beat the record for number of dev-created AVs soloed simultaneously without temps or inspirations. What's it up to now, eight? Nine?
-
Quote:Heh. While there might be a build out there to do so, that's really not my goal. My goal, if you can even call it a goal, is to have fun with it from 1-50.I'm gonna laugh when Werner ends up soloing some AVs with that toon just to demonstrate that even the theoretical "worst" Scrapper powerset combination is still a force to be reckoned with.
Well, but Crippling Axe Kick is only a single enemy, and Burn is an AoE, so I don't think of that as much synergy. We also discussed which epic I should take to make sure I didn't pick up any synergies. Body is out, because I'll really need the extra endurance it provides. Darkness is out, because you can leverage Tenebrous Tentacles and Burn. We might have said no to Weapon, because of Caltrops and Burn. So I think it's supposed to be Martial Arts/Fire/Fire to avoid any synergies. Still, I should be able to put out some decent damage that way if I can get my endurance usage under control. I figure I'll just do some massive frankenslotting with 90% endurance reduction in all my attacks.
Trying to stay more on topic, as far as I get into concept is generally name and costume and maybe an explanation for powers. Name is Dead Black. All the fire effects are colored black. Huge model. Black leather pants, boots and belt. Black skin. White skull painted on scarred face. Looks brutal. No explanation for powers, but I think I took a Magic origin, which lets me just say "It's magic!"
I have Azurael for my Shield Defense/Dark Melee demon Tank. Small world.
Dark melee with tan power effects looks pretty sandy. That's what I did with Azurael, but also tinged with red. I was going more for fire and sulphur, but kind of ended up at sand accidentally. If sand is what you actually want, you're golden.Quote:Now here's where I could use some help, I've got a new name and look a like alot, just can't find a powerset to roll with it. Mr. Sandman is the name, I took shields cause they're fun and the stone shield with a light brown hue looks almost sandlike. The primary has me stumped though. I took fire melee and customized the powers to be more brown and tan looking (sword and fire effects), but it's a bit of a stretch and I'm not quite sold on it. -
Well, I'm not sure what the big leagues are. But let's conservatively say you can make five billion per week (the true figure is likely somewhat higher). If you've been doing that for a year, you'd have about two hundred and fifty billion. So if nobody has 40 billion stashed away, I'd be shocked.
-
Quote:On average? Hmmm, about 12 billion over... 66 month badge... round it to 300 weeks... so about 40 million per week?Personally I could manage 1 billion if I worked hard for it. But that doesn't seem like a lot compared to some people. (I'm talking about the guys who buy & sell multiple PVP IOs.)
If I'm working for it? About the same as you, about a billion a week. And yeah, I don't really think of that as the big leagues compared to the people fiddling with the PvP IOs. I was thinking about getting into that, but then I blew 8 billion on my last build, so I'd have to work my way back up to it now. And right now, that sounds like work.
If a straightforward true answer to the thread's title question bothers you enough to insult the poster, perhaps you shouldn't be reading the thread? -
Well, it's not about themed characters, but I'll touch on some other points you made.
You'll find that pretty much everything gets played on Scrappers, even by the min/max crowd, or even perhaps especially by the min/max crowd. There are better and worse combinations for different purposes and budget levels, but they're all good, and nicely balanced overall.
I suspect that the reason you see so many Electric/Shield Defense Scrappers is that Electric Melee is new, Shield Defense is relatively new, and it's a great combination for AoE damage. The likely reason you see so many Dark Melee/Shield Defense Scrappers is that it's arguably the top Scrapper combination for single-target DPS, plus it's very survivable, plus again, Shield Defense is still new and shiny.
Personally, I've started work on a Martial Arts/Fiery Aura Scrapper. I'm doing it specifically because it seemed like the worst scrapper combination I could come up with, and I haven't played that primary or secondary. I'm only 5, but it's been fun so far, and I honestly don't anticipate any problems with normal content. I came up with a look I like, which is half the battle.
Anyway, it's pretty much impossible to gimp yourself with merely your primary and secondary choice on a Scrapper. You have to actively mess up your power pools and slotting too. Claws/Invuln will be great.
-
Quote:Agreed. My Dark Melee/Super Reflexes has 1796 hit points, 18% smashing/lethal resistance, 9% fire/cold resistance, +362% regeneration, and Siphon Life slotted for +97% healing in a perma Hasten attack chain. The resistance stacks on top of the scaling resistance we get as Super Reflexes, which I think is more significant a factor than many people realize. I want to regenerate and heal constantly to be as close to my maximum hit points as possible with the highest possible resistance, because the gigantic hits WILL come, and WILL double or triple up, and otherwise they'll wipe me out. With base hit points and no resistance, you're just another squishy, because you WILL get hit, no matter how high your defense is.Just adding 1 more small detail. A scrapper with soft-capped defenses and nothing else does die a lot. Purple Arachons spawns can even take one down pretty regularly if you get in a big enough crowd with some bosses mixed in. Most people forget that in addition to soft-capped defense, most of the high end scrapper builds also have about +30% hp, a ton of regeneration, and in many cases, a heal. And on top of that, mitigation from primary attacks can keep some scrappers alive with their toggles off. Defense only *IS* weak as some of the earlier posts indicated. But most people have a lot more then defense in their soft-cap'd scrapper builds, even if they don't talk about it.
And yeah, I used to run Invincible on him with my toggles off to make it more fun. In and of themselves, those hit points, that resistance, that regeneration, and Siphon Life are pretty huge. They're not AV soloing huge, but they're a major portion of the total package. -
That's certainly been my impression as well. I just don't see how you could get enough damage mitigation from pure resistance. You really need to add some defense too.
-
Looks like a no-go on my Dark Melee/Super Reflexes. There simply isn't enough room to stash the Vanguard spawns when my only stealth is a single stealth IO. I got about halfway through, and there were only a few clear spots left on the map. I had nowhere to stand to pull Johnny, and got vaporized in seconds when I tried to attack him in sight of the Vanguard. Even if I still got through him somehow, Dr. Aeon was in the same room, so yeah, hopeless.
So I'm going to say likely impossible for my Katana/Regen for the same reason, even without trying. I suppose I should TRY. Maybe Moment of Glory will let me live long enough to burst kill a single Vanguard boss at a time before the rest vaporize me when it drops. That would be slow, death by death progress. It'd probably run the clock out. But I might give it a shot some time. Might not.
I might be missing something strategy wise. But I can't pull anything to an existing Vanguard or Rularuu spawn, or I'll be vaporized. So I have to pull each named boss to a new location each time. And without mega-invisibility to lower the Vanguard's gigantic perception radius, I simply run out of space trying to Tetris them together.
Unless inspirations are a strategy. Pop enough of them, and I could probably take out a Vanguard spawn and get the space back that way. But I built for no-inspiration challenges, and it's what I can do with no temporary powers and no inspirations that I care about. -
Quote:I think I spent about 8 billion for my top end Katana/Dark Armor build. You can make really good builds for something in the 500 million to 2 billion range. A budget build is probably a few hundred million, and some of them are pretty impressive in their own right. A cheapo build is probably in the 50 to 100 million range.Well under a billion ??? Wow things have changed since I left. I think I'm going to have to learn about how to farming is done now and where to pick up those Inventions.
So yeah, some people make a ton of influence, and there are some very rare things that you can spend that influence on. The most expensive IO in the game routinely sells for 2 billion, which is the most influence you can have on a character at one time, and therefore the maximum you could ever bid for something.
But here's the thing - there's nothing in the normal game that requires a huge investment. The game didn't get harder. You can MAKE it harder with the new difficulty levels, or by intentionally playing with no inspirations, or in other ways seeking out the hardest content and then tying your hands behind your back. For some strange reason, some of us Scrapper forum regulars like to play that way, and getting a small edge for that sort of insane play is where the really expensive IOs and sets can come in.
Still, if you WANT to put some big influence into your characters, the fastest way is probably playing the Market. A lot of people don't enjoy that. Farming on a good farm toon also works pretty quickly. Again, a lot of people don't enjoy that. I hear selling low level bronze rolls from Architect Entertainment works well. Probably a lot of other approaches. One of the most tried-and-true methods is simply playing the game. It'll take a lot of hours, but the influence does pile up slowly, and presumably you LIKE playing your characters, or what would be the point of spending a lot of influence on them? -
Quote:Yeahbut.defesne debuffs affect Res. sets as well. The more their lack of defense gets debuffed, the more they get hit, with more incoming attacks is more incoming damage.
Oversimplifying, someone at 45% defense is getting hit 5% of the time. Slap on a 45% debuff, and they're getting hit 50% of the time, or TEN TIMES more often. Someone at 0% defense is getting hit 50% of the time. Slap on the same 45% debuff, and they're getting hit 95% of the time, which is less than twice as often. A defense-based character suffers much more from defense debuffs than a resistance-based character.
Or at least they WOULD, if it weren't for defense debuff resistance. In practice, a top end Super Reflexes or Shield Defense will only suffer a 2.25% defense dubuff. They go from getting hit 5% of the time to 7.25% of the time, which is again less than twice as much, and actually better than the pure resistance character. And many people give themselves two or three percentage points of buffer. If you had 47.25% defense, that 45% defense debuff wouldn't even affect you yet. All it would do is remove your buffer.
Where defense debuffs REALLY hurt is on a defense-based non-SR non-SD character. For instance, on my soft-capped Katana/Dark Armor. A great deal of my survivability is tied up in being at the soft cap. I have no resistance to defense debuffs, so when they hit me, IT HURTS BAD. Mommy!!! Now, I still have decent hit points, 50% resistance and a 14 second recharge health reset button, but I'm not usually fighting groups where that's enough on its own. So if I get hit by any significant defense debuff, I have to run, and RIGHT NOW. Well, or pop a purple or two until those run out. -
Well, I sort of just completed the mission on x1 with no temps, no inspirations, in sort of 1 hour 20 minutes with sort of 8 deaths on my Katana/Dark Armor.
I say "sort of" because Gamebot was stuck in a wall, so there was no way to pull him to position the Vanguard spawns. I think I was at 1:07 or so with 6 deaths when I finished the second-to-last named boss. I figure another 13 minutes and 2 deaths would have been enough to take out Gamebot as well. I've beaten level 54 Heavy Assault Suits with no temps, no insps before, so I'm confident I could have pulled him to position the spawns and taken him out if he wasn't stuck.
One key was having both Cloak of Darkness and a stealth IO. As long as I was moving quickly, I could reliably zip past both Overseers and Vanguard spawns, often without getting any aggro, and I think in every case without dying (as long as I wasn't already in combat and trying to run).
The Knives of Artemis could see me, though, and were really inconveniently placed. I ended up fighting them all. They killed me once when another Knives spawn wandered by while I was fighting the first spawn. I can't remember if they caused another of my deaths.
Dark Regeneration wasn't nearly as useful as I'd have liked. As long as I kept soft-capped defense, it was hard for them to put out the damage to take me out quickly. But if they got through and started piling up the defense debuffs, even a full heal every 14 seconds wasn't going to help. It just delayed the inevitable. And against the two Master Illusionists, I only got in trouble when they dropped my tohit to 10% or so, at which point Dark Regeneration couldn't hit anyway.
Cloak of Fear was completely useless, so I left it off. Death Shroud was situational, since I didn't want it on while trying to stealth through groups.
I suppose I'll have to try again to get an actual success, but I think I met the spirit of the challenge.
Stupid bugged bad guy.
-
Yep yep yep. Dull Pain functions, in a sense, as extra resistance to all damage types. So in a sense, Invulnerability DOES have psi resistance included in the set. And you're going to take Weave, right? And probably Combat Jumping? And then a whole bunch of sets for typed resistances, which will give you a fair bit of positional defense as a side effect.
-
Quote:I acknowledge the above points....defense sets suffer from a lot of disadvantages that resistance sets do not. Defense debuffs are vastly more prevalent than resistance debuffs. Defense sets suffer far more from enemy +ToHit and -Def than resistance sets do. Enemy summoned pets that are copies of player ones tend to have 75 base ToHit (instead of normal critter 50%). There are autohit attacks. There are unresistable defense debuffs. Nothing in the game quite ignores resistance (and its built-in -Res debuff resistance) like that.
I've yet to meet anyone in the "defense > resistance" camp who acknowledges the above points.
Heck, I'll also add that in most situations, I'd rather have the same amount of damage mitgation from resistance as I would from defense. 90% mitigation from resistance means you're taking a slow trickle of damage. If you can regenerate or heal it back, you'll never die. 90% mitigation from defense means occasional large spikes of damage. Even if on average you can regenerate or heal it back, you can still easily be killed, particularly in a long fight.
But I can't get 90% mitigation from resistance. And I'll reiterate that defense debuffs are a non-issue for a Super Reflexes or a maxed out Shield Defense Scrapper. And I'll reiterate that tohit buffs and pet tohit are very uncommon outside of Architect Entertainment. So are autohit attacks. And I'll believe there are some out there, but I can't remember any unresistable defense debuffs that I've ever run into. Perhaps my memory is poor, or I just didn't notice it happening when it did. In any case, something I can't even remember doesn't seem like a big, commonly-encountered weakness.
We must be fighting different enemy groups or something. It's not like I'm confused about how defense debuffs and tohit work. I just don't see them being an issue for Super Reflexes or maxed out Shield Defense running most non-AE content.Quote:They... seem to pretend that defense doesn't have an achilles' heel of its own. Sometimes I wonder just how solid their grasp of game mechanics is.
Similarly, I'll say that the psi hole in Invulnerability tends to be overstated. I mean yeah, psi attacks suck, but they're not THAT common. Someone's analysis said 2% overall. That's a minor weakness, not a crippling "I can't play Invulnerability because it has a psi hole" weakness. Stock up on inspirations and use them liberally when playing against groups with psi. -
Oh, look! You're RIGHT! I turned it down to x1. First group, the one that tore me apart twice on x8, was then easy. Never even had to click my heal. Decided to pull the Heavy Assault Suit. Things were going pretty well until suddenly I got ambushed by a huge crowd of Vanguard bosses. They almost instantly wiped me off the map, then did the same thing three more times in a row. Then I, uh, read the mission description, where it said I didn't have to kill any Vanguard. Oh! Tried sneaking past them invisibly, but that didn't work too well. I need to try it again with Sprint toggled, which has a stealth IO in it. That or I need to fight the Heavy Assault Suit somewhere better to stick the Vanguard spawn.
Or I suppose I could always use inspirations. *shudder*
It's frustrating, but so far, it's quite interesting too. Every single difficulty I've hit seems to have a solution. I'm just whiny, impatient, tired, and used to steamrolling without thinking. Another day, then.
Grats to the Brute! -
-
I doubt this works in game, but I'd need to do some fiddling on test to actually know. I say I doubt it because you can see the same thing for other defensive powers - the Enzymes and all other defense are listed separately. I don't think it lets you bypass ED, it just makes it easier to get to the ED cap quickly. But it's the kind of thing I should know is true rather than suspect is true.
