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Here's an elec/elec I worked up before the APP/PPP changes. It's a solid, middle of the road build, nothin' spectacular but will get the job done.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
elec_elec: Level 50 Magic Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Electric Armor
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Havoc Punch -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/Rchg(7), T'Death-Dmg/EndRdx(19), T'Death-Acc/Dmg(36)
Level 1: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(13), Aegis-ResDam/EndRdx/Rchg(15), Aegis-ResDam/Rchg(36), S'fstPrt-ResKB(36), S'fstPrt-ResDam/Def+(43)
Level 2: Charged Brawl -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/Rchg(7), T'Death-Dmg/EndRdx(19), T'Death-Acc/Dmg(34)
Level 4: Conductive Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam/Rchg(37)
Level 6: Swift -- Run-I(A)
Level 8: Thunder Strike -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-Acc/Dmg/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Rchg(11), Oblit-Dmg(17)
Level 10: Static Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(43)
Level 12: Hurdle -- Jump-I(A)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(46)
Level 16: Grounded -- GA-3defTpProc(A)
Level 18: Super Jump -- Jump-I(A)
Level 20: Energize -- Numna-Regen/Rcvry+(A), Numna-Heal(21), Numna-Heal/EndRdx(21), Numna-EndRdx/Rchg(25), Numna-Heal/Rchg(37), Numna-Heal/EndRdx/Rchg(40)
Level 22: Air Superiority -- T'Death-Dam%(A), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dmg/Rchg(25), T'Death-Dmg/EndRdx(31), T'Death-Acc/Dmg(42)
Level 24: Boxing -- Empty(A)
Level 26: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27), P'Shift-EndMod/Rchg(27), P'Shift-EndMod/Acc(42)
Level 28: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(42)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(43)
Level 32: Lightning Rod -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Rchg(34), Oblit-Dmg(34)
Level 35: Lightning Reflexes -- Run-I(A)
Level 38: Chain Induction -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Acc/Dmg(39), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- RgnTis-Regen+(A), Mrcl-Rcvry+(45), P'Shift-End%(45), P'Shift-EndMod(45), P'Shift-EndMod/Acc(46), P'Shift-EndMod/Acc/Rchg(46)
Level 47: Lightning Field -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg(48), Sciroc-Dmg/EndRdx(48), Sciroc-Dmg/Rchg(48), Sciroc-Acc/Rchg(50), M'Strk-Acc/Dmg/EndRdx(50)
Level 49: Confront -- Mocking-Taunt/Rchg/Rng(A), Mocking-Acc/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: Ninja Run
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Quote:Erm....Hello, im looking for a Very effective Scrammer Solo Farming Build!! need help on deciding build. plz help
How about you give something to go on.
Slap together something in Mid's and stick it in here, we'll give it a look.
http://www.cohplanner.com/ -
Quote:I just bumped a thread with a lot of BS/fa builds in it.Well I have a BS/FA scrapper and I would be interested in knowing how softcap it.
But, softcapping /fa is non-trivial, and you're likely to be better served with a mix of mitigations.
Well, softcapping anything besides melee and lethal, that is. -
With the buff to fire, this thread is even moar relevant, and so, kabump!
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Quote:/elec is a solid and very fun scrapper secondary. It really likes recharge, and brings some to the table.Just that. I was thinking of rolling a KM/Elec scrapper. Don't know much about it though. Brutes seem to love /Elec all up and down the line, but there doesn't seem to be any love for it (or mention of it) over here on the Scrapper side.
What's the word on having a sparkle-scrapper?
It's just a bit overshadowed by /sd and /fire for damage, and by /wp, /regen, and /inv in sheer toughness.
It's a very nice middle-of-the-road set, and is likely getting a HUGE buff today.
TODAY?!
Go play man! Play like the wind! -
Quote:I'm sorry, it's not my toon, and I'm pretty sure the player doesn't post private builds for people.Could you post the Mids build for the spine/inv? Does it have softcapped Def?
I mean, this person has gotten badges from the Devs for builds before. There's talent there.Way more than I'll ever have, that's for sure.
As for softcapped +def? Yes, it is softcapped, I believe it takes one for s/l, and about 3 for everything else. Purely running off eye-witness experience. -
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Quote:With the GR changes right around the corner, the field is pretty wide-open right now.Hi all I have recently returned to the game and been looking through the forums to decide what kind of scrapper to play. Similar to a recent thread posted I was looking for a good all around scrapper, one I can farm on without being horribly slow or inefficient, and also one I could potentially try to solo some AV's on when I get 50 and the right build. I read in that thread fire/shield was voted best with a fire/WP second but my friend plays a fire/shield and my other friend plays elec/shield and I'd rather not copy them. I have 3 scrappers in the 30's and was wondering which if any of them could be made to satisfy my goals above and which would be best at it:
30 Spines/Invul
33 DB/Elec
35 Kat/Elec
I had considered leveling a spines/elec but I don't know if elec is the best for farming with it having zero defense offered through the set and how important defense seems to be nowadays.
Any advice is welcome and will be appreciated!
Many of the 'softer' sets like /fire, /elec, /dark, etc, are getting a major buff.
Heck, tanks and brutes and stalkers are all getting buffs, and so is everybody else.
Roll what ya like, and see how it plays, is my advice -
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Quote:Seriously.A few thoughts...
First off...with Chilling Embrace, Icicles, Taunt, and punchvoke...I noticed on my last run with my Ice/Ice Tanker, that the ??/Shield Scrapper was grabbing aggro off me from Romi. I was not happy. :/
I was doing a +4 mission the other night. I was on my Inv/Axe, who has 4 Mocking Beratements slotted in Invincibility. I am at the ED cap for Taunt in that power.
There was a tooled-up elec/shield on the team.
Now, I CANNOT generate more taunt on this toon. It can't be done.
Still, this guy pulled aggro off me a few times. On a taunt-optimized tanker.
WTF?! -
Quote:No, I said "lowby filler".You forgot Slash which is where the achilles' -damres proc goes.
I don't like dictating stuff I consider optional to folks asking for advice.Let them think for themselves!
Yes, the achilles is nice, but really only versus single hard targets. For an AV soloer, it's golden. For a mass-slaughter farmer, it's much less so.
Followup is universally usable.
Focus is the only soft mitigation claws gets, and its only ranged attack.
Spin is Win.
All else is optional. Maybe very VERY nice, but not required for a truly viable build. -
Quote:You gotta admit, aid self recharging every seven and a half seconds would be difficult to take down....that Inv/Fire is an ugly, ugly build.
At least drop out aid other and aid self for Incinerate and Greater Fire Sword!
A soft-capped invuln tank shouldn't need aid self.
It was an experiment.
As for attacks, it has so much +recharge that it does not need any more attacks to build an attack chain. So why take more?I actually thought about slotting up aid-other rather than char and being the 'heavy medic' on teams. :P
It is a strange build, but it shows that with proper slotting, you can easily cap an invuln tank even on builds considerably outside the 'mainstream' of consensus.
You might think it's ugly, but that guy would tank like a ****.
Of course, the five sets of purples would make it a bit...pricey. LOL! -
Quote:Go to cohtitan.com and get a copy of Mids Hero Builder, or, use the suckerpunch online builder.Hello guys! My main toon is an MR/SR who is closing in on 46 (I am super pumped btw!) and having recently returned to the game, I am confused on what IOs I should be using. The Common IOs seem pretty self explanatory, like training enhancments, only better, right? However, I have no idea what UNCOMMON IOs I should be looking for to use on my toon.
What damage/ACC/END etc shoudl I be slotting? How about the defense set? Do we get "set bonuses" (I learned about that term on the wiki, go me!). I DID check out the wiki, but probably because I am so clueless, I didn't really even understand what I was looking at... so any help would be greatly appreciated!
Named sets of IO recipes give two kinds of bonuses: IP bonuses which apply only to the power they are slotted in, and set bonuses that apply to your whole character.
Pop open Mids, and start experimenting.
You can also do this sort of thing in-game, but it can be a bit cumbersome.
...you know, it would be SO nice if the game designers would just buy out the rights for Mids and incorporate it right into the game itself.... -
Quote:(raises hand)True. However, while I may be a complete aberration in many ways, how many high end scrappers don't respec fairly regularly? I can't respec Bill these days unless I buy a recipe off the market or a new freespec lands.
I very rarely respec. I usually plan out builds in Mids, and even if I don't, I am quite calm about playing toons with warts and imperfections. Gives them character.
Out of my four mains, I've respecced...three of them. Once each.
Instead of respeccing, I use my secondary build. I usually play up to 50, and if I like a toon but have some 'oopsies' I'll open up the secondary build and re-tool it, fixing the mistakes.
Then I usually play away.
For example, my main tank doesn't have physical perfection, because I finished his second build before they put it in the game. Frankly, he doesn't need it. -
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Quote:Not bad, but I'd address this from the other direction.I don't know the answer to how much AAO should be nerfed. It's only real sibling is Fiery Embrace but that's about to be changed in a way that it is no longer a damage buff but will instead be extra damage similar to procs.
Gut answer? Leave the initial damage buff alone at 12.5% and drop the amount per enemy considerably. As it stands it caps out at 81.25% dam buff while also providing a solid taunt aura and a 7.5% damage debuff to enemies.
There's another toggle out there that a scrapper can take that buffs damage. It only provides 10.5% damage buff and costs .39 end/sec where AAO only costs .208 end/sec.
Perhaps AAO should be capping somewhere closer to 12.5 + (2.5*10) = 37.5%
IE, leave the buffage in AAO where it is, but raise the end cost, to, say, .42 end per second.
Then, to balance that out, lower the taunt aura down to willpower levels, or less.
Poof! All better. -
Quote:Oh, man....Okay. I tried to softcap smashing and lethal to 45. What key powers did I drop?
Okay, you did indeed reach the softcap, but you gave very few attacks, those attacks are not optimally slotted, and you have some...unusual power shoices.
Plus, you seem to indicate that money is no object via the Gladiator Proc, but you are not getting very much 'bang for the buck.'
But that's okay, it's a learning experience.
I dug into my pile 'o builds and pulled out a project toon that I will probably never even start, but is gonna be fun anyway.
This is in inv/fire/fire meant to be a max-damage speedster with HUGE self-heals. (I can't figure out dark, so I was trying to get the same effect, lol.) It is ridiculously expensive and would have to team or eat blues like candy, but it would tank like nobody's business and also do monster damage for as long as the end bar holds out.
You should also look up Call Me Awesome's guide to softcapping an Invuln, it lays things out nicely for you.
I updated the build to pull out the BotZ's, and here it is:
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Bessemer: Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(15)
Level 1: Scorch -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(5), Hectmb-Dmg/Rchg(7), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Acc/Rchg(11)
Level 2: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(37), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(39)
Level 4: Combustion -- Oblit-Dmg(A), Oblit-%Dam(15), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 6: Hurdle -- Jump-I(A)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx/Rchg(23)
Level 10: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def(13), LkGmblr-Rchg+(13), LkGmblr-Def/Rchg(21)
Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(21)
Level 14: Super Jump -- HO:Micro(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(29), RgnTis-Regen+(34), Mrcl-Rcvry+(36)
Level 18: Invincibility -- HO:Cyto(A), HO:Cyto(19), HO:Cyto(19), LkGmblr-Rchg+(50)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(34), P'Shift-EndMod(34)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(23), RctvArm-ResDam/EndRdx/Rchg(25)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(27)
Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def(29)
Level 28: Fire Sword Circle -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(40), Armgdn-Acc/Rchg(43), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Dmg/Rchg(46)
Level 30: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31)
Level 32: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33)
Level 35: Aid Other -- Dct'dW-Heal/Rchg(A)
Level 38: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(40)
Level 41: Char -- UbrkCons-Dam%(A), UbrkCons-EndRdx/Hold(42), UbrkCons-Acc/Rchg(42), UbrkCons-Acc/Hold/Rchg(42), UbrkCons-Hold/Rchg(43)
Level 44: Fire Blast -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(45), Apoc-Acc/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Dmg/Rchg(46)
Level 47: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(48), Ragnrk-Acc/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Dmg/Rchg(50)
Level 49: Resist Physical Damage -- GA-3defTpProc(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 0: Ninja Run
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The claw/inv uses no purples, but LOTS of other expensive stuff.
The spine/inv is an absolute monster no-limits build. I shudder to think what all she has in her.
But, my claw/inv has tanked LR with the towers up. Briefly.(The main tank got a run of bad luck and planted, I dove in and just stayed on him.)
Purples are over-rated in my book. -
Quote:With some decent recharge going on, it allows you to ignore your end bar for a couple of minutes, and when it wears off, you're at full endurance again. With slots you can have it up more almost as much as it's down.Hmm, ok. So is it a good power in its current form? Which scenarios does it work well in?
On very end-heavy builds, it works great. Trust me.Tackling Malta on an Invuln pretty much requires it.
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Quote:Bingo!I sort of see it as a ranged taunt aura that happens to do a bit of debuff. (DN that is)
Looking over the new powers it seems like a fallen tank has a lot more aoe damage available in Patrons than Epics. Many of the sets have 2-3 targetted aoes where a Epic mostly has 1 at best.
Tankers are getting a TON of additional damage with this addition.
Oh, glee! -
Ninja Run:
Do my toons REALLY have to flaunt their buttocks at me?
Really?
I'd much prefer a "Usain Bolt hammerin' down a record" style run animation, upright, both arms workin' at full bore, than the current...bendy...pose.
Also, when stopped, it would be cool if a toon with Ninja Run would stand upright, but do that 'Bruce Lee' ready for action stance, up on the toes, hoppin' from left syance to right stance every now and then.
Just sayin' -
Quote:I second this.
Midnight Grasp also needs attention and it might be the most boring tier 9 attack available. I really like the idea of stomping the ground and creating an upwelling of negative energy and GOOD LOOKING tentacles of doom. Please port any improvements to the tentacle animation over to any other sets that use them (Teneborous Tentacles for example).
I HATE the throbbing dildoes of doom, and won't use powers with them in it.
A foot stomp and some kind of a energy bear-trap would be awesome. Give it a stone, metal, and bone variation for more flexibility, pls.
Or, instead of the intrusive tentacles of hentai horror, how about arms? Like the zombie or demon arm animations already in game? That'd be appropriately icky. -
New animations I would love to see:
Different Whirling "X" animation!
The suggestion for the whirlwind animation is awesome, but in addition/instead, I'd like to see the Dragon Tail animation available for the weapon sets: One arm would have to be raised and a weapon put in it.
Even better still would be some form of a weapon strike where the weapon travels ina large double-loop figure eight sort of path but the character itself does not spin around.
For broadsword, PLEASE make some alternate animations based upon Lichtenaur sowrd-fighint, especially the moves performed with a buckler:
http://www.hammaborg.de/en/bilder_videos/start.php
Similarly, animations for dual blades, battle ax and war mace could be adapted from these sources.
Also, huge numbers of great ideas here. Really. -
Quote:It's hard to give good advice right now, because possibly the hugest expansion evar is literally days away.O
When i was fiddling with a build in mids i was iffy about spin..., im still not sure about
Also with the builds i came up with i was unsure what to focus on... and i couldn't finish a full build to 50
I suspect every /elec, as well as every /fire, /regen, and /dark, scrapper build evar will want to include the new patron powers, specifically, shadow meld.
However, until it goes live I hesitate to give out that advice.
For now, if you truly know how to build /elec already, the only advice you really need is:
Followup, focus, spin, lowby filler(s), recharge, WIN.
It's that simple.
I suspect claw/elec, claw/dark, and claw/fire are about to become....hot tickets.
Same for dual blades, for that matter.
But what do I know?