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Quote:My bs/sd is setless as of now (needing nothing at all) and my ma/sr is currently at 55-ish vs all but with end issues since the build predates physical perfection.That was my thought too. Heck, I'd already suggested that they raise the to hit for the incarnate levels. If it gets too nasty, I should be able to outfit either my Broad Sword/Shield (yay Parry) or DM/SR with lots of set bonuses to cope. But we'll see. Honestly, I doubt it's intentional or foreshadowing. I suspect it's just a bug.
Time to dust those off, I suspect. Tooling up the bs/sd would be a joy to behold.
That said, MAN, I wish they'd allow a variant animation for aid self. The 'tricorder' just does not fit the ma/sr, and those toons need the healing pool bad to round out their defensive suite.
Grrr..... -
Quote:Well, assuming WAD means 'Working As Designed' and is not some cryptic reference to a 70's porn actor, that's very interesting.I PMed Castle regarding 64% to-hit. He replied that it is WAD.
Looks like 59 is the new 45.
It seems that Hamidon is stirring. Glee! Things are getting so much more interesting now! -
Quote:Hmmm.Single DE quartz eminator gives 100% To-Hit, so when 1 quartz is present surveillance shows 164% to-hit.
Now see, suddenly, that's interesting.
Perhaps we're seeing a glimpse of what Incarnate baddies may be bringing to the table?
If def softcap goes up to 59 percent, that makes things...interesting.
(goes to run tips and fight DE) -
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Quote:Erm....More of a general question, I know, but I figured /SR and other Def-based scraps would know.
A friend and I, Fire/Kin troller and Fire/SR scrap, were in the "Save Panther 952" somesuch Tip mission at +2/x8 and we were getting wiped out repeatedly. I am soft-capped to all positions, but was getting hit repeatedly, which surprised me. I assume it was the Bosses and maybe Lt's doing the damage, so I was curious.
Granted, we could have played smarter, but I guess we were too cocky in the beginning, and once all the ambush groups had spawned, it was difficult to maneuver when we re-zoned. Especially with all the damned smoke.
MALTA at +2x8? With a squishy duo?
LOL, that's simple enough to fix:
Don't do that.
I've seen people talking for years about how redside factions are somehow nastier than blueside. Malta, Devouring Earth, Nemesis, Carnival, Rularuu, those guys take a back seat to nobody on the nastiness scale.
Be careful out there! -
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...how remarkably crappy of you.
To actually answer:
The build don't look bad, it's got some quirks, but then they all do.
Softcapped vs all is really nice.
The main worry I'd see is your end usage: That's a LOT of Oblit's in some hungry attacks.
But it would probably be manageable.
Go forth and Kill! Skuls! -
Quote:Too easy to game the system and make an incredibly deadly bad guy who just so happen to be incredibly weak against certain things, then use those things to farm that bad guy and get inordinate amounts of rewards for something that isn't really worth that much.
This can be done with the system we have today, too, but since the rewards are capped at 100% it isn't more profitable than regular content, so it's usually not worth the trouble.
Horse puckey.
You yourself state the system can be gamed NOW, capping xp is a copout, period.
The solution is simple: If a bad guy has a significant weakness, it gets a heavy reduction or capped at 100 percent.
But if you make a baddie that has notable defenses around the clock, then that guy SHOULD be worth more. Suppose I give a baddie willpower and give it every single power.
That guy has good resists to everything, a ton of healing, a ton of mez resist, and auto-rezzes with a HUGE buff to-hit.
And that bag of nasty isn't worth anything?
Baloney. Risk vs reward is a core mechanic of ALL systems of gaming.
By this logic, the new baddies coming in the Incarnate system will give no additional rewards.
So why fight them? -
Quote:You're seeing exactly what I said in my post.
Also, only give minions and LTs the bare minimum of powers to hit 100% XP. You cannot go past 100% anyway and there is little reason to add more powers unless you are going for a super-hard group just for the hell of it. You cannot give your players bonus XP like the Devs can.
You see, this is just annoying to me.
WHY are we capped at 100 percent exp? The Devs have hinted heavily that Incarnate will unveil tougher bad guys. I like tougher bad guys, they make each fight last a bit longer and its no longer a mad steamroll, there's actually tactics that need to be employed.
(I also despise the massive debuffs the devs use to try and balance things.)
If you can make an incredibly deadly bad guy, why can't you make that guy worth more than a vanilla bad guy?
I say, let the rewards scale up to their "natural level." It's obvious the devs have weighted the powers to make critters with to-hit buffs and strong single target more valuable, so let us leverage that to whatever maximum xp they could reach.
The risk vs reward of tough customs is WAY off, it needs to be fixed. -
Quote:50 is the last lvl we get, so it would make sense to get 5 slots.
This way, you can fully slot the last power you got at 49.
We respec and then pick at lvl 49 a 2-3 slots power usually, but it would be a nice way to stop leveling.
So, lvl 50 = 5 slots
This.
The Dev's seem to have firmly made the decision that the level cap will not be raised above 50. (This is wise, because it stops the "obsolesence of content" issue. Smart devs are smert.)
Since that is so, this leaves a single power selection orphaned by following the 1-49 progression model. L49 CANNOT be slotted as any other power can.
Why? At the top end of your character's power progression, why this artificial restriction?
If the level cap were going to be raised, you could address this with higher level slots, but it is not.
So, to "cap out' the level progression and add symmetry to the leveling system, I would strongly advocate that level 50 adds five slots.
This makes reaching 50 a unique milestone, removes the artificial constraint on the level 49 power, and allows the players to plan and play their toons as they wish.
Thank you for your time. -
Quote:What're you, six?haha burnt!
I have a willpower brute, can't say im a fan of it to be honest. If i could go back and repick, i wouldn't hesitate about picking invuln.
I'll repeat for Chuckles the EUroweenie here:
Shield Defense has the best taunt aura of any scrapper right now. Period.
Sheesh. -
Quote:It's not.
Fire or Dark paired with Shield Defense are the top 2 as far as I'm aware.
And Fire paired with just about anything will beat Dual Blades for DPS.
Dual Blades is up there for sure, but it's not THE best.
This is old info.
Sadly, there's no new info yet.
I strongly suspect claw/fire or db/fire or even km/fire or dm/fire to readily beat the damage output of an /sd toon now.
Fiery embrace, burn, and the damage aura are just that good, IF you can survive.
It's just a matter of when people are going to be willing to talk about it. -
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Quote:I can only speak from experience playing a team friendly BS/Regen, but don't neglect power pools. With fitness becoming an inherent in I19, dip into the Leadership pool and be sure to grab Vengeance for "Hold on, I want to try something.." moments on your team. Maneuvers will compliment your Grant Cover shield abilities. Stimulant from the Medicine Pool is great for helping mezzable ATs in the first half of fights, and if you have a self revive you should consider grabbing a Resuscitator temporary power from the auction house - Tier 9s mean even if we wipe, chances are good that we'll be back on our feet and able to regroup the team.
In my opinion, with the I19 changes, EVERY scrapper should take the Leadership pool.
Seriously. Vengeance is just THAT good, and there's something deliciously Scrappery about feeding off the poor defeated squishies to lay down YET MORE SMACK.
Leadership. It's what's for dinner.
Perhaps more importantly, all the guys commenting about how useless Scrappers are on "uber teams"?
Consider eight scrappers with eight sets of stacked leadership buffs. Mega-damage builds like claws/fire/mu and fire/fire/soul are suddenly ALSO survivable for the very low price of one defeat every 90 seconds or so. Assuming the eight sets of manuevers buffs isn't enough to keep them up and laying waste.
You could call it the wolf pack.
Once people figure out how incredibly broken buff-stacking is combined with the innate scrapper traits?
Thank you for your time, move along..... -
Quote:Tough choice as I really like having CJ plus Hurdle for moving around the battle on my claws/SR. With Fitness becoming an inherent my current thinking is to have both in the build (Combat Jumping and Maneuvers) which should let me be at or very near soft capped vs melee and range at level 23+ when exemplared. Travel power would be Ninja Run or just plain Sprint.
Super Speed's main advantage for me is the stealth component.
Or....
Instead of the fire epic, swap to villain and pick up the Mu pool.
This saves you a power pick (no Char required) so you can do all the above and still have a travel power.
I likes travel powers, they are one of the things that make this game really stand out compared to crap like World of Walking. -
Good advice above, but the FIRST thing to get is the Steadfast Protection +3 percent unique.
Run some tf's. It doesn't take many to afford it.
If you gate people (like certain forumites) then run tips. The SP unique is very very affordable, all it takes is a little time, and you WILL like it.
EDIT: And, arggh, on third read I finally notice the pesky thing.
Carry on, nothing to see here... -
Dude, where's the build?
That said, yes, this is an example of what I think of as 'opposites attract' construction.
Dm/inv is possibly the most defensive scrapper build possible, with enough sets. Naturally, damage suffers, especially AOE.
However, adding in a damage heavy epic balances the thing out quite a bit. Fireball goes a loooong way toward mitigating the lack of AOE in dark melee.
I'd mainly wonder about your end usage. How does that fare? -
Quote:...wow.Well my lowest attack does no damage so I 1 slot it with a dmg SO and it does like 35-45. My storm kick is 2xdmg SO and 1xAcc SO, it says it does 130dmg but it actually does around 85. I think the Cobra attack got buffed because it does around the same as my Crane kick now (around 120), and my Dragon tail deals around 85 as well. My Eagle kick does the most but it has high recharge.
So on a that blue Leut I storm kick, thunder kick, cobra strike,crane kick and he still not dead (he I think had like 1 hp left because his bar was basiaclly gone) and I have to kill him with Eagle kick.
Okay, that's just terrible. What do you have slotted up if you've neglected your attacks so badly?
Or did you really take EVERY attack, and smear slots across them? If so, that's too little butter for all that much toast.
Well, play what you like, but there are much better ways to build toons. I would suggest you read up a bit in the forums on some sample builds, get a copy of mids and put something together you like, and then ask for some evaluation.
Because Martial Arts is a very potent set. MA/regen is OLD school kickass, from back in the days of release. -
The simplest scrappers are the ones I tend to like best.
Fire/willpower is hard to argue with. Fire does huge damage, willpower is very tough. For an even more worry-free existence, grab the body mastery epic.
No range bands, no fiddly defensive clicks to fool with, just run up to bad guys and start wailin'.
For fire melee, I'd say skip the cone (too much thinking to aim the darn thing), ignore the confront and build-up(fripperies you do not need), and just max slot whatever attacks you decide you like.
Willpower is simplicity itself: Log in, turn everything on, start hittin' stuff. Just ignore those green and blue bars up there, if you faceplant it's just that much more awesome in your tally.
As a bonus, with good sets tossed on fire/willpower is ridiculously durable and a serious damage machine. Mine farms adequately, runs tf's like a well-oiled machine, and can rip through pretty much any content you set before him.
All without a single thought entering my head.
It's bliss! -
katana/electric/mu
Is teh nice.
If you prefer more defense,
katana/electric/soul -
Quote:Willpower- Easier to level, has quick recovery. Taunt aura is fairly weak.
Inv- Slightly harder to level then Willpower, but is overall tougher. Has the best Taunt aura for scrappers.
Sadly, no.
Shield Defense has the best taunt aura for scrappers. And given how gently that set was recently adjusted, it's very likely to remain so. -
Er.....
I'd never tell ya not to play a toon, and you can respec all ya want, but if you hold off until the next issue hits you'll be able to free up FOUR powers.
And, odds are good, then toss the effects of the Incarnate System on top on that.
Just sayin'. -
Quote:The only significant AOE DM brings to the table is Shadow Maul, a smallish cone with a long animation. It does more than decent damage, but it is a smallish cone.I have heard many good things about dm/invuln......but also heard it does crap AoE damage......is that true?
Aside from that, you gain minimal AOE from your damage buff and end transfer powers.
Now, is that enough AOE to suit you? Depends on you.
But it is nowhere near as much AOE as spines, claws, electric, etc. -
Quote:With the Alpha Slot, you can be build for this.
For example, you can shave a slot off of Hasten or Conserve Power if you get the Alpha power with RechRed. I point to those powers because they don't take IO sets, so if you have them you can allocate the slots elsewhere and see no loss.
Bingo, JB get's it first time around.
With Incarnate, why would I slot powers with six slots, except for set bonuses and procs?
With ONLY the Alpha slot as displayed in the last beta, I could see freeing up two to eight slots in a toon.
And there are TEN slots in the Incarnate system!
I suspect there will be plenty of options. -
Quote:Incarnate system is coming too. More slots just might be on the menu.My slotting wont change on most of my tanks with inherent fitness, though I will be able to pick up a couple one slotted choices like hasten that will help off and on.
It's a good edition but it would be a spectacular one if it were accompanied by more slots, as is, my builds wont change drastically.
For me, the leadership pool is getting picked a lot, as are skipped powers that are nice but not essential.
This gives pretty much every toon I have manuevers. +defense for the win!
I'm also gonna be getting a lot of second travel powers.