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Count me as another vote for fire/wp. It's painless and plenty dangerous, and as money rolls in can be developed into a MONSTER.
I know, becuz I got one, and it is sweet. -
Quote:Well my .02 INF
I like the set visually, I have fun playing the set. It feels like it does "underperform" compared to my other Scrappers. The only real issue I have is the long EC animation time. Even worse, when I miss with it.
Just lower the animation time on EC. It is really the only issue I have.
Welll....
My two cents then.
If the consensus is the only "right" thing to do to EC is shorten the animation, I'd vote for changing it completely.
There is precedent for this drastic step, indeed, MA has had animations completely changed already.
There must be SOME suitably awe-inspiring kung fu kick out there that only takes about 1.8 seconds to perform. I say let's find it and toss up some vids! -
Quote:Don't be so negative!I seriously doubt that EC will get a damage increase. there is always a 1% chance though.
Although, I suspect the new "End Game" system is going to put all set tweaks on the back burner Real Soon Now. If it is as mighty as Positron has hinted, it is likely to change all sorts of things around all topsy-turvy.
Quote:An animation trimming though is reasonable and a realistic expectation. Hmmm.... 40 percent chance to crit would be BUTCH.
100 percent chance! Now that would ROCK.
Quote:Splash damage added would be very nice. They would probably use a slightly smaller radius than thuderstrike, assuming they don't just resort to ctrl-c for the change.
If the set is determined to be under-performing by Castle (player analysis ranges from useless to moderately useful depending on who is appealing to him) then there is no reason to expect any "trade offs" for buffs received.
And if I saw it on the Intarwebz, it must be true. -
Quote:Just came back to CoH/CoV after a couple years and pretty intrigued about this Shield Defense secondary for Scrappers.
Could someone shed some light on this matter for me? Do assume that I don't know ANYTHING about Shield Defense to begin with. I have heard that it's the BEST secondary for Scrappers at the moment, which is huge to me since there should not be a best of anything.
Any inputs would be greatly appreciated. Anything from as basic as an in-depth power description to something advanced such as how to maximize certain powers would be great. I do know the game mechanics so you don't have to explain that to me.
Thanks!
SD is a positional defense set that gets most of its defense from two toggles. It has a click mez resist power that's very easy to perma, a very good aggro aura that's also a powerful damage boost, a very broken AOE teleport attack thats on the nerf block, and several utility powers, the most useful being a minor resist/health boost and a small overall defense buff.
In a nutshell, SD is broken.
Don't play FOTM. May I recommend willpower, super reflexes, or invuln? All perform VERY well these days.
Any other questions? -
Quote:The solution, as I see it, is to simply reduce the animation time on EC. Shave off half of a second by skipping some frames (especially during the "I'm hovering in midair, getting ready to kick you!" phase), and you'll bring the DPA from 59.2 to 73.1 (164/2.244). It would still be the "worst damage" of the tier 9s within its group, but it gets a pass on that by having a ridiculously awesome tier 2 power.
....
But I LIKE the Eagle Claw animation. It is ridiculous amounts of awesome.
Further, I didn't ask about reducing animations, I asked about increasing damages.
So, to normalize your suggestion to what I actually asked about, you feel that Eagle Claw needs to have it's damage increased to roughly 202.4, for a dpa of 73-ish. In other words, about a 23 percent boost.
Would that be enough to have it included in max dps attack chains?
I don't think so.But I could be wrong. And it'd still be waaay awesome to get a boost.
Quote:Another suggestion to round it out might be to provide some degree of AoE damage to it a la Thunder Strike (~50 damage, 8' radius). The explanation could be you hit them so hard, the wind itself damages their nearby allies. It wouldn't make the powerset better in ST situations (which is being addressed by reducing the animation time) but it would provide some much needed AoE performance for the set (since it lacks the ridiculous utility that DM has).
Quote:You're assuming that something should be given up? It's a known quantity that EC and MA as a whole are poor performers. They don't need to "give anything up" to get a boost to performance. If they had to sacrifice something to get a buff (which rarely if ever happens when you can demonstrate that a powerset is underperforming like MA has regularly shown to), it wouldn't be a buff. -
Quote:Thumbs up to all three of these! ESPECIALLY the line-cone Crane Kick idea, that's been suggested for years now.As i've said a million times on the subject a while ago, what they need to do, is turn Storm Kick into a melee cone, and turn Crane Kick, into a mini cone like that of headsplitter/golden dragonfly, which makes far too much sense that it shocks me it doesn't work this way already. For such a powerful kick, it makes complete sense that the force of the kick would travel through multiple opponents and knock them back as well. As does the melee cone on storm kick make sense too.
It seems to me that it would also make sense that cobra strike could have a -resistance effect to it.
Granted, I'd only change at most two, because the AOE sets give less optimal bonuses than the single target sets.
At least for my tastes, they do. -
Quote:Which is very very wrong if you ask me. Singletarget T9 attack that gets skipped in optimal ST chains. Blah.
It'd be definitely great if EC DPS was improved.
....
...ok. How much?
How high would Eagle Claw have to go in order to make it worthwhile for inclusion in max-dps chains?
10 percent higher? 20? 50?
Double?
Remember, shield charge is doing roughly double the designed damage, and the devs didn't even seem to NOTICE.
I'm honestly curious to hear the answers for this.
Also, what would you be willing to give up for it? -
First, I think you want a scrapper. Some very mighty builds are possible that will feel FAR more durable than any toon you have ever played, including your space squid. Look at a broadsword/shield, or a claws/invuln.
Second, if you are sure you want a tank, then I would point you toward a mobile combo with good damage, adequate defense, and that specialty that makes tanks fun: Secondary Effects.
What YOU want in a tank is a Shield/Axe.
Shield is delicate early but hardens into a very serious set later. It buffs Axe's already good damage. And, it's quick on its feet. Since it has no defensive aura, it can dart about spawns without lowering its defenses, which is important.
Axe may not do as much damage as you're used to, but you'll be having so much fun pounding the living daylights out of things you'll be mildly disappointed when they do die. Axe is great for knockdown. It does a lot of knockdown, it does it early, and it never stops. There's no fun like bouncing an AV off the pavement six times in a row.
If you want to invest in a very heavy build, invuln is even tougher than shield, at the expense of some damage and a bit of manueverability. Invuln has a VERY strong defensive aura, so it is safest buried in bad guys up to the ceiling, which can be a difficult play style to get used to. Up to you.
Most important is: Have fun. -
Here, I went ahead and worked up a build, I've been thinking about running on of these up once GR hits, I might as well share the build.
Villain Plan by Mids' Villain Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Brutcephalus: Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Villain Profile:
Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Mocking-Acc/Rchg(13), Mocking-Rchg(40)
Level 1: Resist Physical Damage -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(43), S'fstPrt-ResDam/Def+(43)
Level 2: Slash -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg(15), T'Death-Dam%(25)
Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(25), RctvArm-ResDam/Rchg(27)
Level 6: Spin -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-Acc/Dmg/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Rchg(11), Oblit-Dmg(11)
Level 8: Dull Pain -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-EndRdx/Rchg(27), Numna-Heal/Rchg(43), Numna-Heal/EndRdx/Rchg(50), Dct'dW-Heal/Rchg(50)
Level 10: Hurdle -- Jump-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(46), Ksmt-ToHit+(50)
Level 14: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(45), Mrcl-Heal(48), Mrcl-Heal/EndRdx(48)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam(48)
Level 18: Focus -- FrcFbk-Rechg%(A), Thundr-Dmg/EndRdx/Rchg(19), Thundr-Acc/Dmg/Rchg(19), Thundr-Dmg/Rchg(21), Dev'n-Acc/Dmg/EndRdx/Rchg(29), Dev'n-Acc/Dmg/Rchg(31)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Acc(23), P'Shift-EndMod/Rchg(46)
Level 22: Super Jump -- Jump-I(A)
Level 24: Boxing -- Empty(A)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx/Rchg(33), RctvArm-ResDam(33), RctvArm-ResDam/EndRdx/Rchg(33)
Level 28: Invincibility -- HO:Cyto(A), HO:Cyto(31), HO:Cyto(31)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(34)
Level 32: Follow Up -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(37), Mocking-Rchg(39), Mocking-Acc/Rchg(39)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-EndRdx/Rchg(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40)
Level 41: Resist Energies -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42)
Level 44: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(45)
Level 47: Swift -- Run-I(A)
Level 49: Unstoppable -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 6: Ninja Run
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I've got a claws/inv scrapper, and I can say your build looks decent.
You want followup, focus, and spin. Those are by far the three most important powers in claws, and you can merrily kill your way through most stuff with only those three and a lowbie attack as filler.
You want recharge, recharge, recharge, to keep those three primary attacks up as much as possible. Yes, the 75 percent +damage from stacked follow-up is not as important on a broot, but are YOU gonna turn up your nose at a free 1/3 fury bar?
I didn't think so.Also, the to-hit bonus is nice.
On invuln, I'd say take everything and slot for typed defense. Five sets of 4 reactive armor, an aegis 3 or 5 slotted, a couple of 4-sets of kinetic combat, a mako or two, and an oblit set. You should be soft-capped or darn near to most things in a crowd, and honestly, you should never be OUT of a crowd.
Oh, three cytos in invince is a nice rig if you can swing it.
Be sure to get as close to perma dull pain as you can manage.
To be very honest, you probably don't need or want an epic....
Now, on a broot endurance is going to be tight. Even though claws is very light weight, invuln is a big ugly machine, so be sure to slot plenty of end reducers. of course, unstoppable will fill your end bar....just in time to crash and burn.
It is a great combo, you're gonna have a blast. Leveling can be a bit tough, but stick with it. You will be rewarded. -
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For Hami, regen, regen, and then some regen.
And then get some more regen. -
Quote:Axe does more mitigation.I've got a lvl 14 War Axe/Willpower character. I'm looking at the stats for War Axe next to War Mace and starting to feel like retconning the character into a War Mace user would be a good idea. Is there an advantage to War Axe I'm missing?
[EDIT: Battle Axe, of course, is the actual name of the set. ;p]
It's lowby attacks have 40 - 50 percent chance for knockdown, mace's stuns are 10-20 percent at best.
Axe is more defensive, early, Mace is...annoying. But it's cone is reallly big.
Stick with Axe.It will never steer you wrong.
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Quote:What, no Controller numbers?8 Blasters/Scrappers/Tankers/Brutes/Stalkers with slotted Maneuvers: ~27.3% defense (a bit less than a SR Scrapper with SOs)
8 Defenders with slotted Maneuvers: ~42% defense (a bit less than the softcap)
8 Arachnos Widows with slotted Tactical Training: Maneuvers*: ~60% defense
8 Arachnos Soldiers with slotted Tactical Training: Maneuvers*: ~120% defense
8 Blasters/Scrappers/Tankers/Brutes/Stalkers with Assault: +84% damage (2 common IOs outside of ED)
8 Arachnos Soldiers/Arachnos Widows with Tactical Training: Assault*: 120%
8 Defenders with Assault: +150% damage (3/4 Fury bar)
8 Blasters/Scrappers/Tankers/Brutes/Stalkers with slotted Tactics: ~84% tohit
8 Arachnos Soldiers/Arachnos Widows with slotted Tactical Training: Leadership*: ~120% tohit
8 Defenders with slotted Tactics: ~150% tohit (level 50 players will reach capped tohit with +125.35%)
* For regular Maneuvers, Arachnos Soldiers and Arachnos Widows have the same values as Defenders. For regular Assault and for Tactics, Arachnos Soldiers and Arachnos Widows have the same values as Controllers and Corruptors. Of course, the Arachnos ATs can stack all 6 toggles
I have recently been seeing an influence farm team in PI, and it is...sobering.
Eight controllers, four fire/kin, four fire/shield. All with leadership and the fire epic for fireballs, holds, and of course, rise of the phoenix.
Yeah. Do the math on THAT.
Unlimited stacking buffs are....ridiculously broken. -
well, that's a nice build, but it's relying pretty heavily on Shield Charge for 'big damage'. This may not be wise, as shield charge is pretty massively broken....
That said, flaming sword circle is plenty of AOE for most purposes. and you ARE capped vs all.
Plus it's expensive but not ridiculous. I say, roll it! See what happens!
...hopefully it's a respec build.The lack of attacks until 18 is gonna smart, otherwise.
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I see several folks have asked for new Broadsword animations.
May I humbly request some moves based upon Lichtenauer sword fighting?
It looks...cool.
http://www.youtube.com/watch?v=TtNZQ...=PL&playnext=2
Observe how dynamic this stuff looks, how much motion there is. I think some animations based on these principals would rawk. -
Quote:For even-con Overseers, on a Def-based toon, bring friends. Preferably more than one.Hello.
My 50 MA/SR is soft-capped defensively vs all 3 attack types, with Elude only one slotted (took it at 49), but 90%+ defense doesn't seem to matter against Overseers. What is the best technique for surviving battles against these Rularuu Bosses. I'd like to eventually get the badge. Should I be eating large oranges instead? I have ignored regen on this character for his entire life, never needed it, took swift, hurdle, stamina. I can fight all day against most opponents. How do I survive Overseers? I do not want to fight low level ones for the badge.
Willpower can sort-of handle Overseers, as can Regen. If they're in mixed spawns, though, there's nothing to be done, bring friends.
Or, hunt greys. -
There are several potential synergies there. Martial Arts is somewhat maligned because it is seen as poor damage: However, Martial Arts has the most soft mitigation of any scrapper primary. This means that MA can be used to add considerable survivability to the secondary.
Fiery Aura, on the other hand, has a LOT of offensive utility, with Fiery Aura and burn being two attacks, one with yet another soft mitigation included, and the whopping effects of our favorite Fiery Embrace. Add in the self heal and the not terrible resistance numbers and the combo will shine.
Indeed, MA/fa is a combo that REALLY loves the +recharge. Stack it on until your arms are tired, you will not be displeased.
Will you win any damage titles? It'll be close. But you will survive thangs you won't believe, too. Knockdown/knockback/stuns/fears/roots, it's ALL good.
Quote:I'm sure they are out there, somewhere. However, I cannot recall having ever seen one. And I know that the two are supposed to be the most sub-par sets available to Scrappers. However, I've always liked the Martial Arts animations and I like a good challenge.
So, I got into Mids and I built one. And it looks good. It actually looks pretty darn good.
Quote:Expensive, but good. (I'd post the build but I'm not terribly savvy with Mids and am not sure how to do it. That, and it refuses to update for me, so I can't post the true build I have in mind, with Physical Perfection included.)
http://www.cohplanner.com/
Download a new copy and run that. I heartily recommend de-installing your old version of Mid's first.Be sure to have your builds saved in a different folder!
Quote:I'm really loving Claws though, so I might change it to a Claws/FA but I'm leaning towards Martial Arts because it's the only primary for Scrappers that I haven't leveled to 50, other than Electric Melee or Spines (which I've never played because I detest the way it looks).
So, if any of you were going to build a Martial Arts/Fiery Aura Scrapper, how would you do it? Any advice or posted Mids builds would be great.
Take storm kick, thunder kick, and crane kick to level with. Respec out of thunderkick for CAK as soon as it's available. Take and slot dragon tail as soon as possible. If you decide to take the stun attack, drop two+ slots in it for acc, stun, and recharge. fa has no defensive auras, so you don't particularly want to stay in a big knot of aggroed baddies all the time.
FA, take the shields, take the self heal, take consume, slot them as soon as your attack chain is healthy, recharge, recharge, recharge.
Pools, I'd say leaping, fighting, fitness, body mastery, with all the usual suspects.
Quote:Oh, and I almost forgot a question: Does Fiery Embrace enhance the damage of Blazing Aura? Thanks! -
Quote:Welcome to BEING A SCRAPPER!Something has... happened to this character.
I went with the build, but didnt sink all of my money into it just yet. The main expensive pieces I got were a Luck of the Gambler +Recharge, the Performance Shifter Proc, and the full Doctored Wounds set. Then I headed into the world to see what would happen.
Suddenly this character is awesome. She is kicking more butt than at any time since I created her last year. She can definitely still die--Rise of the Phoenix came in handy more than once. But what's different is she now lasts long enough and puts out enough damage that things just die all around her, and inspirations come pouring in like rain. I then eat said inspirations, resulting in faster and faster kills speeds. Is THIS what being a Scrapper is all about?Because I can do some more of this. The suggestion to take the Fighting pool is the main thing I'd credit, coupled with the encouragement to go out and push limits. Thanks guys this character is suddenly a lot more fun than I thought she would be.
(weeps in joy) -
Quote:It's nowhere close to optimized, but I likes it, so why don't you try this one out:Thanks for the replies, everyone. I'll give /Invul a try. I haven't played it since it got that big nerf so long ago. Any tips on how to build? This looks like it's going to be hard to fit everything in.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
SS-2: Level 50 Science Scrapper
Primary Power Set: Claws
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Swipe -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Dmg/Rchg(15), T'Death-Dam%(19)
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(40), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-EndRdx(43), S'fstPrt-ResDam/Def+(45)
Level 2: Strike -- 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(15), T'Death-Acc/Dmg(19)
Level 4: Temp Invulnerability -- RctvArm-EndRdx(A), RctvArm-ResDam(13), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(42)
Level 6: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(11), Oblit-%Dam(25)
Level 8: Hurdle -- Jump-I(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50), Ksmt-ToHit+(50)
Level 12: Dull Pain -- Numna-Regen/Rcvry+(A), Numna-Heal(13), Numna-Heal/Rchg(37), Mrcl-Heal/EndRdx/Rchg(37), Mrcl-Heal/Rchg(43)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Unyielding -- RctvArm-EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam/EndRdx(42)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(39)
Level 22: Follow Up -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx(34), GSFC-Rchg/EndRdx(39)
Level 24: Boxing -- Empty(A)
Level 26: Focus -- Decim-Acc/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(27), Thundr-Dmg/EndRdx/Rchg(27), Thundr-Acc/Dmg/Rchg(29), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(40)
Level 28: Invincibility -- HO:Cyto(A), HO:Cyto(29), HO:Cyto(31)
Level 30: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-EndRdx/Rchg(31), RctvArm-ResDam/EndRdx(34), RctvArm-ResDam(43)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(33)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/Rchg(45)
Level 38: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(46), RctvArm-EndRdx/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48)
Level 41: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(46), Aegis-Psi/Status(46)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-End%(A), RgnTis-Regen+(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(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 4: Ninja Run
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Quote:Then why are you picking that nit?I never said that you would be able to... I did recommend /Invul, as you may recall.
You stated that /WP had "no aggro aura at all", which was incorrect. I was pointing out that it does, and even added in the caveat that it wasn't as good as Invul's taunt aura...
I think you are intentionally misconstruing people's posts.
In my experience, RttC's taunt is irrelevant. It mainly let's you slot some cool sets.Treat it as a pure heal power, if you need aggro control, get it elsewhere.
Or are you next going to argue that the to-hit debuff is the best thing since sliced bread, omg! -
Quote:I have recently move to a new server (to play with some friends) and have a controller to play as part of a team (or as a duo).
However...
I am often playing solo, so I am considering a scrapper. As the title suggests those are the ideas I'm playing with. Not interested in a Shield scrapper...(too many of them running around) and the Kat/WP seems less super hero'ish.
Ultimately I would like a scrapper that can tangle with just about anything and live through it...
Suggestions..??
Signed
A future scrapper
Of the two choices you put up, neither is bad.
El/El and Claw/El both love a ton of recharge. You want your Energize up as much as possible, trust me.
Electric melee does a crap-ton of knockdown (luv me some thunderstrike) and Lightning Rod doesn't seem to be on the sane chopping block as Shield Charge, which is teh gud.
Claws does much less knockdown (luv me some focus) but with a fast build Followup can give you an essentially permanent Build-Up. Which ROCKS.
For mitigation, electric armor doesn't have a defensive aura, so the knockback in Shockwave becomes a nice big plus if you find you're in over your head. Conversely, it also knocks them out of your damage aura, so you get to decide which you like better.
Both EM and claws do good AOE and 'okay' single target.
Electric melee looks and sounds AWESOME. Thunderstrike makes me tingle.
Claws is not nearly so impressive to look at, if that matters to you, but it sounds pretty cool.
Either combo will work great, go have fun! -
Quote:....ok, YOU try to hold aggro against a blaster and a PB with RttC. I'll be over here, laffin'.Neither does this.
I can see building a toon with poor ST damage in favor of AoE, so while poor Claws/ DPS is unlikely, it is possible. /WP does have a taunt aura in RttC, though it isn't as good as /Invuln's. -
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Quote:Oooh, you have a claws/fire?If you weren't interested in tanking I'm a big fan these days of claws/fire with as much recharge as you can get.
Recharge gives is good for getting your heal back faster, getting you double stacked follow-up which goes great with blazing aura... it gets rise of the pheonix up faster, too.
The only difficulty I have when playing my claws/fire scrapper is that I can't shake the feeling that I need to have HUGE CLAWS... the skins available aren't intimidating enough for the look i'm going for... Instead of something you use to slice tomatoes, i'm thinking of something you pull with a tractor.
Anyway, the OP wants to tank for non-buffers... /Invul and /will are pretty good suggestions.
I've been eyeballing that combo with maxed-out +rech for a couple of days now, is it as nasty as it looks on paper?
followup/focus/spin + a near-maxed blazing aura should be...nasty.
Also, you want something bigger and nastier than the Rularuu claws? 8|
Yikes