mauk2

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  1. Quote:
    Originally Posted by Tsuji View Post
    Actually I'd go so far as to say the HP factor is the biggest difference between scrappers/brutes and tankers, especially since there aren't too many outside buffs that boost HP.

    Though I won't lie, given the current content I actually think tanks are not all that useful. I can't think of very many situations in which a brute wouldn't be better from a pure powergame perspective.

    I'm not sure I agree with this assessment.

    I18, I19, and the upcoming I20 have been very kind to tankers, while brutes have been trimmed back.

    Access to the powerful defense and debuff laden patron pools is a HUGE boost for tanker usefulness.

    Adding 300+ hitpoints added ten percent to ALL tanker build heals and regens, across the board.

    Bruising is HUGE. A free 20 percent resist debuff? What team will turn that down against +4 AV's and worse?

    No, tankers don't do as much damage against the minor junk as brutes and scrappers do. Brutes and scrappers are like reaping machines, blazing through the lightweight stuff fast and deadly.

    But Tanks are like crowbars. Against the truly heavy foes, I'd argue they have plenty of usefulness that goes far beyond simple durability and aggro-handling.

    And I expect the Dev's are going to have plenty of ever-nastier baddies for us soon enough: The new level-shifting mechanic in Incarnate has LOTS of potential.
  2. ...how WILL I alpha?


    I consult the hivemind for an opinion.

    Here's a new project I'm tinkering with. WP/fire, aiming at being 'moderate to excellent' at most things, but absolutely top-shelf on nothing. So, high but not insane defenses, high but not insane attacks, high but not insane recharge, etc.

    In this sort of a build, how should I alpha?

    Click this DataLink to open the build!



    Code:
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  3. Quote:
    Originally Posted by Local_Man View Post
    If you want an offensive-minded tank, Shield/Fire is probably best.

    Quote:
    Even better for a high endurance secondary is Ice Armor.

    This.

    SD/fire or the old classic, ice/fire. For only three people, can tank anything you want, does gobs of damage for a tank, and both hold aggro like a gravitational anomaly. If you're worried about durability, have a buddy grab some buffs/heals.

    But you won't need them much.
  4. Quote:
    Originally Posted by BrandX View Post
    INV however, does have the advantage of a better aggro aura. And I hear people say "oh no one can pull aggro off a tanker who attacks", let me tell you, that's wrong.

    My Ice/Ice/Arctic tanker (with CE, Icicles and Taunt) had Romi's aggro taken by a Fire/Shield Scrapper. So, think about that when you think about aggro holding. WP does have the weaker taunt aura.

    This.

    On my Invuln, I have Invincibility 4-slotted with Mocking Beratement (and a couple of cyto's). The taunt aura on him is massive, at the ED cap.

    I have still seen an elec/shield scrap pull bosses off me. (Nothing else survived TO be pulled off....)

    So, yes, the taunt aura is a definite factor.
  5. mauk2

    SS/SD or SS/FA

    Quote:
    Originally Posted by Prancing_Pony View Post
    which is better for all round pve?
    Heh, a lot also depends on how much you wanna invest. Any toon can be given enough durability to handle general PVE.

    FA is harder to get durable than shield, but FA does...SO much damage. (whew)

    Slot a FA for max def+recharge and it's a true monster.

    Do the same for SD and it's a true monster.

    SD tends to be a bit stronger on burst damage, FA is a lot stronger on general damage.
  6. Most scrappers are a bit fragile early on: SD is especially prone to this, because it is a heavy defense-based set.

    However, once SD matures it is very nice, and once it is fully constructed it becomes a true monster. Getting accolades and healing powers can help as well, as noted above.

    Yes, it is nice to have 'clicky' powers to refill your status bars, but it is even nicer to be at the point where you can simply ignore those bars completely.

    A km/sd should have serious damage potential and the defenses to handle the crowds to make it shine. It will NOT be cheap or easy to reach the upper ranks with such a build, however. Also, Shield Charge will cover up many issues with it's sheer awesome.

    I will recommend that you look at a claw/willpower, or after I19 hits, perhaps a claws/inv. Both of those are a bit of a struggle early, but once they get mature are RIDUCULOUSLY sturdy and also very nice on the damage output.
  7. Quote:
    Originally Posted by Sailboat View Post
    Of my current two favorite Tankers, one has the Fire primary and the other has the Battle Axe secondary, so I understand completely.



    Yeah, my Fiery Aura Tanker is currently running 29.55% defense to s/l/e/n damage (and considerably less to fire/cold, but at least fire I resist at 90%). Might pick up Combat Jumping after I19. I could have had more defense, but I wanted to keep my offense highly slotted and massively enhanced. If you don't want to fight deep purples, and thus don't need tons of accuracy, it's possible to have all one's AoEs slotted to the ED cap for damage and recharge and still get good defense out of them. I'm particularly fond of 3 Erads and 3 Cleaving Blows in the PBAoEs for e/n defense and then four KCs and 2 frankenslotted multi-aspect IOs in the single-target attacks for s/l defense.

    (I did make an exception for Blazing Aura, using 3 Erads and some Multistrikes to get the end reduction enhanced more and ignore recharge enhancement).

    Reactive Armors in the resist powers, and no sets in the build up/ fiery embrace powers that would interfere with their recharge (i.e., no Gaussian's). And the cliché but effective 5 level 50 Doctored Wounds in Healing Flames.

    Kind of simple overall. [edit: let me clarify, I mean, the plan has a zen-like lack of complication, not "anyone could have figured this out, dolt."]

    To reiterate, this is a medium-defense plan that maximizes offensive output (as much as a Tanker can, anyway).

    Very good advice here.

    Waaay back in the early days, I often stated that a fire/axe tank, over time, just might be the most damaging toon possible. While those days are long gone, fire/axe is still a rip-roaring combo.

    With the recent changes, fire is once again a serious damage machine. Axe adds in notable damage as well, plenty of AOE, and a ton of soft mitigation from the plentiful knockdown.

    Fire armor adds damage to axe, axe adds survivability to fire armor. Everybody is happy!

    Slot for maximum defense and recharge (lots of good advice above, 4 Kinetic Combats and two Mako's (quad and acc/end/rech) is a very sweet combo.)

    I'd also recommend looking hard at Mocking Beratement, it's a nice set.) You ARE a tank, after all.
  8. Quote:
    Originally Posted by besixdouze View Post
    Hi all,

    I was wondering if you could help me locate the best build for my character. She is a mutation scrapper named "Blithe Hornet" whose primary power is the katana and secondary power is regeneration. Her travel power(s) is/are combat jumping and super jump.

    I seem to mostly play on teams (which is probably fitting for a scrapper--soloing can take a long time and seems to be a nuisance).

    I'm currently at level 20/21 (don't remember). Can someone direct me to a guide on here that has the four stages and what powers/slots to choose (both initially and the three respecs later in the game)?

    Uh....
    First, welcome to CoH!

    Second, the respecs are optional: You do not HAVE to use them, and it is quite possible to build a toon and play it all the way up and then have great success at 50 all on the same build.

    Third, you should get a copy of Mid's hero builder (see post above for the output of the Mid's program.)

    That said, katana/regen is a potent combination. Katana does quite good single target damage combined with adequate levels of mitigation (knockdown). Parry can grant you very high levels of defense against melee and lethal damage, which helps a LOT at the expense of lowering your damage some.

    Regen is a very active set, you will need to manually activate your 'main three' heals, reconstruction, dull pain, and instant healing. This means you need to be alert and active at all times, which some people like a lot, others less so.

    It is a very good combination, you will like it, IF you like very busy, active playstyles.
  9. I lean toward the prices of purples increasing.

    Here's my reasoning:

    General 'good' recipes can be had for two a-merits. 7.5's, healing unique's, etc, etc.

    Those seem to go 'on market' for about 100 millions, last I looked.

    Purples can be had for twenty a-merits.

    For those recipes which are supply-limited, the price should then tend toward parity with a-merit's disparity. Namely, most 'good' purples should wind up around a billion.

    The idea is thus: You have a player who has inf and earns merits. Before a-merits, he would have likely spent inf on the 'good' oranges first, since that's more bang for buck. Now, he can save that inf and bid on purples, while he gets the orange goodies with a-merits.

    More inf chasing a similar number of purples, prices rise.

    We'll see if my theory holds water.
  10. 1) Nemesis boots. Those suckers looks AWESOME. Both with and without kneepads, pls.
    2) Carny thigh-high boots. Again, awesome.
    3) Airlea's necklace.
    4) Airlea's armbands.
    5) Longbow leg-band things.
    6) Mender's. All of it, it's teh awesome.
    7) Crey aprons, both in shiny and cloth.
    8) Long skirts for all! Ankle length for the modest!

    9) PLEASE, low shoes! Mary Janes for the ladies, Penny Loafers for the dudes, sneakers, hiking boots, steel-toed shoes! Just cut the tops off existing boots and allow the upper texture to be skin or tights, just something, please!
  11. Quote:
    Originally Posted by Reverence View Post
    Unfortunately, if you don't have great burst damage on your farming scrapper, you'll never keep up with a farming brute. The main reason being, you don't have a lot of time to wear down the mob as a scrapper before they start running away from you. Of course this isn't an issue for a brute with their level of agro.
    This is why I often perform mass arrests on my claw/inv/body scrapper.

    Sounds like a terrible farmer, doesn't it?

    I've had several people come along, and they've always commented on how fast I go.

    It's not all about the big numbers.
  12. Quote:
    Originally Posted by Sujin View Post
    So I'm wondering what build would be best for aoe damage, I tried out an aoe build for a brute but I really just don't like chasing fury around.
    The scrapper build that does the most aoe damage is a spine/fire/mu. Build for recharge, and then some more recharge, and then defense.
  13. Quote:
    Originally Posted by Bill Z Bubba View Post
    .... I completely forgot the recharge alpha also did regen... heh... heheheheh...
    I didn't.

    A lot of the 'hard shell' builds are gonna see a lot of love on that option.

    This is one of several reasons I'm currently bullish on Elec, Dark, Fire, and Invuln.

    And frankly, we only saw the first few levels of the alpha slot! Who knows what the higher enhancers do.
  14. Quote:
    Originally Posted by Fusion_7 View Post
    So after having so much fun with my first Scrapper build, currently a level 49 Fire/Fire Scrapper, I am thinking about rolling another Scrapper build. I love the damage output of my Scrapper with adequate defenses. My next build should have either the same damage if not better with some good defenses. With my current play style, I love being able to "jump" into large groups when on a team and go-to-town! And, I love being able to solo without much of a problem.
    More damage than a fire/fire?! That's a pretty tall order....

    How heavily built out is that toon? SO's? IO's? Some sets? Fully setted out including purples?


    Quote:
    I know everyone will have their fav's on what they like. If you guys want to throw me some ideas one why you like your particular Scrappers build, then I'd like to hear it and maybe what would be a good 1/2 combo Primary and Secondary build that I can build as my next Scrapper. I do plan on going to Praetoria with this toon until level 20 so keep that in mind based on some of the foes I might face there, if relevant.
    Based on not a lot of info, I'd say try a claws/electric.

    If you're serious about even more damage, then try a spines/fire.

    What I would recommend though is to try out a more durable mix: It is a different playstyle, but in my mind a lot of fun. With inherent stamina, I'd suggest an electric/invuln.

    But really, pretty much all scrappers are fun.
  15. Quote:
    Originally Posted by Raster View Post
    I vote for Fire/Fire Scrapper. I'm only lvl 39. When I'm in groups I easily out damage everyone.
    The OP's question is badly phrased.

    But if you want the most-damaging scrapper over time, in all manners, and do not care a fig about defense, then it's either a fire/fire, a claw/fire, a db/fire, or the grand-daddy of them all, a spines/fire.

    Add in the mu pool for even more apocalyptic goodness.

    Now, keeping these combo's ALIVE is another matter.
  16. Quote:
    Originally Posted by Archantos View Post
    Wow!

    Just becasue i am curious, (and want to attempt this as well!) do you have the times it took to do each of the arcs/tf's?
    I play a LOT of team stuff. I have a lot of in-game friends, and like playing with them.

    It's pretty routiine to knock off ITF/STF combos in 90 minutes or less. Adding in an LGTF creates a 'hat trick' and rarely takes more than 2 and a half hours. Although with the STF I almost always roll the Hami, cyto's and membranes and enzymes are tasty.

    If I was serious about merits, I would run Synapses and Numina's back-to-back. Numina is a real sleeper in my book. Elec armor is your friend.

    I have literally THOUSANDS of merits banked, just becuz, well, I like running TF's with my friends.

    And I know people who run way, WAY more than I do.
  17. Quote:
    Originally Posted by megaman09 View Post
    WOW,Tactics and vengeance i do see where they can be some what helpful to an team,but to add two or three more toggles to an already heavy toggle running brute is a recipt for disaster. Now maybe on an brute thats doesn't have end problem this could work.i just think the rewards are 2 small to consider this a must have power set IMO
    (shrug)

    That's why it's opinions, and not facts.

    And if you think the rewards are too small? Well, that's your right.

    But consider this: People will pay three billion without blinking for an extra three percent defense versus all. In my opinion, the bonus from manuevers is not small.

    YMMV
  18. Quote:
    Originally Posted by VolcanicKnight View Post
    I just recently dusted off my Invul/axe that has been in mothballs for a good 740 days. Does anyone have a good build that leaves the character softcapped while still incorporating great damage?
    Inv / axe is a very nice combo (along with mace) because it has all the inv goodness and axe provides three acceptable single target attacks combined with three decent aoe's. This allows careful set bonus selection to let you softcap vs all with only one guy in range with very little sacrifice, especially with I19 looming around the corner.

    LOL, mine has been softcapped like this for years, and I didn't even bother to take the energy passives! With I19 I'll probably add in the passives, too.

    Ahhhh.....
  19. Quote:
    Originally Posted by BunnyAnomaly View Post
    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    No sacrifices necessary.
    Hay, dat's a nice build.

    Expensive, but nice.

    Curious: Why not pull a slot from taunt and weave (the last bonus in both powers is unimpressive) and take bash and clobber to six slots?

    Bash needs more acc in my book (bruising wants it to hit) and clobber, if you can tolerate the stun, hits like a barrel of brass monkeys.

    Just curious! That guy as presented would be tough as nails.
  20. Quote:
    Originally Posted by Telperion View Post
    You don't need to take powers that ruin the blue bar. Powers i've been looking at are alternate travel powers that fit concept, a power like a T9 or self rez that i never took, recall friend for utility, perhaps a 1-or 2-slotted leadership power. Lots of options that can enhance playstyle and concept.

    In my opinion, every melee toon should be getting the leadership pool after i19 hits. Ideally you get manuevers, tactics and vengeance. At a minimum manuevers.

    Those help you directly even when solo. More importantly, as soon as you team up you're helping the team. If all the melee's on the team with you have also made this very sensible choice, suddenly you're looking at two, three, five or more sets of bonuses, and they stack to infinity.

    Do the math. It is teh nice.

    Vengeance? It's the biggest buff a brute can get, it buffs the whole team, and all it requires is a dead squishy. What's not to love?

    There's something deliciously brutish about the mental image of two or three brutes squabbling to be first to venge off the dead.
  21. mauk2

    Fiery Aura

    Quote:
    Originally Posted by Sailboat View Post
    I'd be mildly surprised if you could soft-cap smashing and lethal on a Fiery Aura Scrapper without a lot of compromises to your damage-dealing. I decided not to soft-cap a Fire Tanker after looking it over carefully, and settled instead for a medium level of defense.
    Before the nerf to Blessing of the Zephyr, a /fire or /elec could be softcapped against everything. Without that nerf, and the I19 changes, such a build could still have been made with a capable attack chain.

    Oh, the glory that could have been..... (sigh)

    Heck, I haven't poked at the numbers, but I bet you could still get realllly close. Take combat jumping, manuevers, weave, and stealth, then stack on bonuses until your arms hurt.

    An elec armor could even run all that.
  22. mauk2

    New Scrapper

    Quote:
    Originally Posted by Marsha_Mallow View Post
    Yes, I meant Electrical Melee/Electric Armor.
    My elec/elec was an awesome ride to 50.

    Thunderstrike and Lightning Rod are your best friends, because they do knockdown, and lots of it.

    Energize, energize, energize. Love it, live it, get it perma if you can.

    ST is a little lacking, but that is easily fixed by the awesome addition of Air Superiority as soon as you can get it. Relible ST damage and a good knockdown to complement all your others.

    Elec/Elec is MUCH more durable than a fire/fire due to all the knockdown at the start of the fight and all the end drain at the end.

    TAKE THE DAMAGE AURA. I recommend it right after you get energize.


    It is a great ride, you're gonna have fun.
  23. Quote:
    Originally Posted by Superwedge View Post
    What are the skipable powers in MA? I assume Thunder Kick, and Warriors Challenge.

    The recharge on the rest of the attacks (after Thunder Kick) looks slow, so is it safe to say the set plays simmilar to Broadsword?
    Skip thunder kick, challenge, and probably crane kick. (the kb puts them out of AAO range)

    Storm Kick is very nice damage fodder. Cobra Strike hits hard and is a heavy stun. Crippling Axe Kick stops runners and hits like a bag of anvils. Dragon Tail knocks down EVERYTHING and animates super fast. Eagle claw.....

    This is the hard one. Eagle claw adds 33 percent crit chance to the very next attack, IF you're quick. Using EC/Dragon Tail is a very nice combo move, but Eagle Claw is hard to squeeze into an efficient attack chain.

    Also, Eagle Claw is GORGEOUS.

    Focus Chi is meh in my book, but you may like it and it can mule some nice sets if you got slots to spare.

    And no, it's nothing like Broadsword.
  24. Quote:
    Originally Posted by randomkille View Post
    Hello!

    I rolled a elec/invu scrapper some days ago. I took elec for some nice AoE and invul as a tool to get caped s/l def and res.

    When i looked at this board for some nice build i didnt find any, i did just find alot of elec/shield builds. That made me think, was invu a bad choice compared to shields?

    DM/invu seemed pretty popular thou, has dm better synergy with invu or?

    I will use my toon to farm, run TFs and solo storyarcs.

    Electric/inv is excellent, you will like it, especially once the fitness pool is inherent to take some of the pain out of the low levels.

    Inv loves a crowd, and electric has the shining glory of thunderstrike and lightning rod. Toss in a pool or patron power single target attack (I'm lookin' at Mu here) and you have a true monster on your hands. Tons of knockdown and end transfer, tons of AOE, even a decent ST chain if you pick up an extra ST attack, it's just glorious.

    No, it won't do as much damage as a shielder. But with a decent build you will be much, MUCH tougher than a shield user, and shield is not a fragile set.
  25. Quote:
    Originally Posted by Dechs Kaison View Post
    A good scrapper is a force to be reckoned with on his own, and few defenders can compare when they are solo. When you start adding scrappers, however, that's all you're doing. As you add defenders into the mix, you multiply power. This is the main reason I'd rather have something else on the team. A scrapper is awesome. A support character makes the whole team awesome.
    So....

    What I'm hearing is that stacking buffs are broken as hell and need to be fixed?

    (taps mike)

    Hello? Devs? When you gonna fix this?

    Also:

    Eight damage-spec scrappers with eight sets of tactics/manuevers/assault.

    Go weep in a corner, everybody else.

    I19: Rise of the Wolfpack!