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Posts
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Heh, that's true (I can only fit one set, and it'd be of questionable usefulness), but with the LOTGs, full Obliterations, Hamis, and the Zephyr, it's considerably more than I usually invest in builds.
I like making builds with a shoestring budget -
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Minor bug: Phalanx Fighting for Scrappers is incorrectly applying its ranged defense to a target instead to "no target" (i.e., in the attributes, have "Affects = Target" instead of ="None"). That means it doesn't give ranged defense when calculating totals
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Woah, I just realized that Mids' may not be giving the 3.75% ranged defense of Phalanx Fighting in the totals, ranged defense doesn't move no matter if the power is on or off. If that's the case, woot! That's more room to play with slots!
EDIT: Wait, I think Mids' is giving too much defense for Phalanx Fighting, 3.75%? Hm, must investigate more...
RE-EDIT: Nope, it gives 3.75% as in in-game, with 0 people in range. Awesome! Found the bug too, the attribute for ranged defense is set to affect "Target" instead of "None". I have overkill ranged defense now, NICE! -
Hi chaps!
Finally, issue 16 is here and with it Elec/ and /Elec scrappers! And Blaze Mastery! Whoop whoop!
Anyway! I'm struggling with my Elec/Shield/Blaze build. Not only it's going to be really expensive, but I'm having trouble coming up with a build that has it all (softcapped defenses, recharge, procs where I want them, and so on). It's already given up Grant Cover and a travel power. I need more slots!
Feedback would be appreciated. I don't even see where I could put purples without compromising the softcapped defenses except for Fireball (and having a Posi in there already, the gains would be rather minimal).
EDIT: After realizing the bug in Mids', I've re-done the build. Mids' is not counting the 3.75% ranged defense in Phalanx Fighting at the moment, bear that in mind! Managed to squeeze in a bit more recharge and slot Deflection and True Grit fully
Considering slotting Combat Jumping more, hmmm...
Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/
Click this DataLink to open the build!
Narcine: Level 50 Science Scrapper
Primary Power Set: Electrical Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Charged Brawl -- Mako-Acc/Dmg:50(A), Mako-Acc/Dmg/EndRdx/Rchg:50(13), Mako-Dam%:50(23), Mako-Dmg/EndRdx:50(40), Mako-Dmg/Rchg:50(43), Mako-Acc/EndRdx/Rchg:50(43)
Level 1: Deflection -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(3), HO:Enzym(3), RctvArm-ResDam/EndRdx:40(21), RctvArm-ResDam:40(25), RctvArm-ResDam/Rchg:40(50)
Level 2: Jacobs Ladder -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(5), Sciroc-Dmg/Rchg:50(5), Sciroc-Acc/Rchg:50(7), Sciroc-Acc/Dmg/EndRdx:50(7), CSndmn-Heal%:50(9)
Level 4: True Grit -- Aegis-ResDam/EndRdx:40(A), Aegis-ResDam:40(9), Aegis-ResDam/Rchg:40(11), S'fstPrt-ResDam/Def+:30(11), Heal-I:50(13), Heal-I:50(46)
Level 6: Combat Jumping -- LkGmblr-Rchg+:50(A), Zephyr-Travel:50(15), Zephyr-Travel/EndRdx:50(15), Zephyr-ResKB:50(17)
Level 8: Thunder Strike -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(17), M'Strk-Dmg/Rchg:50(19), M'Strk-Acc/EndRdx:50(19), M'Strk-Acc/Dmg/EndRdx:50(21), M'Strk-Dmg/EndRdx/Rchg:50(50)
Level 10: Active Defense -- RechRdx-I:50(A)
Level 12: Battle Agility -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(23), HO:Enzym(25)
Level 14: Hurdle -- Jump-I:50(A)
Level 16: Against All Odds -- EndRdx-I:50(A)
Level 18: Health -- Heal-I:50(A)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(27), EndMod-I:50(27)
Level 22: Chain Induction -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(34), Mako-Dmg/Rchg:50(37), Mako-Acc/EndRdx/Rchg:50(39), Mako-Acc/Dmg/EndRdx/Rchg:50(40), Mako-Dam%:50(40)
Level 24: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
Level 26: Boxing -- Acc-I:50(A)
Level 28: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(29), RctvArm-ResDam/EndRdx/Rchg:40(29), RctvArm-ResDam:40(31), RctvArm-EndRdx:40(43)
Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(31), HO:Enzym(31)
Level 32: Lightning Rod -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(34)
Level 35: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-%Dam:50(37)
Level 38: Hasten -- RechRdx-I:50(A), RechRdx-I:50(39), RechRdx-I:50(39)
Level 41: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(42), BasGaze-Rchg/Hold:30(42), BasGaze-EndRdx/Rchg/Hold:30(42)
Level 44: Melt Armor -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(45), ShldBrk-Acc/Rchg:30(45), ShldBrk-DefDeb/EndRdx/Rchg:30(45), ShldBrk-Acc/EndRdx/Rchg:30(46), ShldBrk-%Dam:30(46)
Level 47: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50)
Level 49: Build Up -- RechRdx-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:- 12% DamageBuff(Smashing)
- 12% DamageBuff(Lethal)
- 12% DamageBuff(Fire)
- 12% DamageBuff(Cold)
- 12% DamageBuff(Energy)
- 12% DamageBuff(Negative)
- 12% DamageBuff(Toxic)
- 12% DamageBuff(Psionic)
- 10,5% Defense(Smashing)
- 10,5% Defense(Lethal)
- 12,1% Defense(Fire)
- 12,1% Defense(Cold)
- 13,3% Defense(Energy)
- 13,3% Defense(Negative)
- 3% Defense(Psionic)
- 16,1% Defense(Melee)
- 16,1% Defense(Ranged)
- 16,4% Defense(AoE)
- 61,3% Enhancement(RechargeTime)
- 47% Enhancement(Accuracy)
- 5% FlySpeed
- 40,2 HP (3%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2,5%
- MezResist(Held) 9,1%
- MezResist(Immobilize) 11,3%
- MezResist(Sleep) 4,15%
- MezResist(Stun) 8,55%
- MezResist(Terrorized) 2,5%
- 7% (0,12 End/sec) Recovery
- 40% (2,24 HP/sec) Regeneration
- 2,52% Resistance(Fire)
- 2,52% Resistance(Cold)
- 3,13% Resistance(Negative)
- 10% RunSpeed
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I'd personally use Aegis instead of Titanium Coating, you get a nice elemental/AoE defense bonus at 3 slots.
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MCM should play my arc "Of Mentors and Legacy" because I liked the idea of this thread, I was the fastest person to reply, AND because I have injured myself and need some warm fuzzies ;_;
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As far as I know, the ration between uncommon:rare in Bronze rolls is about 5:1, and the ratio between the ticket cost of Silver:Bronze is 7.5:1. Silver includes Pool B as well as rare Pool A, but traditionally Pool B has always been deemed rather worthless, which would dilute Silver Rolls even further.
So if you're rolling lots, I'd hit the Bronze rolls instead, should net you more rare recipes per ticket used and excluding Pool B, with extra yellow ones that may be worth a dime. -
Well, I have been playing a Spines/Fire lately and made it to 25, and let me tell you: she's freaking incredible. I should have named her Spawnmelter.
If I was going to farm with her, I'd focus on recharge, and recharge, and recharge. For everything else, one can use the inspirations that drop like rain when melting large spawns. That's how I've been doing it in Dark Astoria and the results are astonishing. -
I don't think I'd like having to go out in the middle of an arc to look at youtube.
That said, trying something like having a video or series of videos where things related to the arc happen, and they compliment each other, doesn't sound like a bad idea. Kinda like what they tried with The Matrix, except I don't think it worked too well there because the game wasn't that good really (Enter the Matrix, that is). -
Quote:I have a DM/Inv scrapper that absolutely rocks my socks.Honestly, I haven't seen too many /Invuln scrappers. I'm sure there's probably a lot out there I just either have never teamed with them or didn't notice they were /Invuln I guess, or perhaps many just see the set as more of a tanker thing and/or prefer other sets like Regen, SR, SD.
I have many weird combos somewhere. Ice/Fire blapper, Sonic/Archery defender, MA/EnA stalker, Stone/Rad troller (at the time it was the least used combo in one of the character databases that popped out shortly after release). I have so many fun low level alts I probably have a lot more weird combos I can't recall. -
I haven't played with the new i16 updated unofficial Mids' yet, but one thing I did with my Elec/Elec brute, and don't regret it one bit, is put heal procs in any power that will take them. Three, if I recall correctly, two from sleep sets and one in the single target ranged attack from Entropic Chaos.
May be worth checking out, though I'm not sure how difficult shuffling thigs around due to having 5 slots avaliable for set bonuses instead of six will work. -
Quote:No kidding, I need space on my screen!But I'm surprised how much some of your screens are filled...I wouldn't be able to play the game like that 0_0.
As far as the powers go, I always organize them like shown above, 1-5, Alt + 1-5,
Ctrl + 1-5 for the powers I use constantly (attacks, holds, and if the character has
a heal I always put it in Ctrl+1, consistency can help LOTS!). Then I shove to the
right less frequently used powers and accolades and toggles and such.
My inspiration tray usually looks like a nightmarish mosaic of mixed sizes and
colours, because I rarely use them (even when I'm getting my butt kicked, often I
look at my tray after a defeat and think "hey, I could have used that!"). I only
organize it when I'm likely to use them in the immediate future (big fights, from a
mere boss for low level characters to AVs and whatnot for higher ones), and even
then I usually click-to-use instead of using keyboard shortcuts. The above screenie
shows a good example, I had a whole bunch of big oranges organized because I was
going to need them, but the rest I got as I made room I left "as they dropped". -
I have a DM/Fire that completely skipped Stamina, sitting on a global 70% recharge, plus Hasten (high, but not crazy high, it's just a bit shy of perma-hasten).
She does so well, that I actually removed Conserve Power from her build completely. After a while I realized I was simply never using it at all, so I traded it for Burn. Mind you, I know she's not survivable enough for things like AVs or Pylons and hard single targets is where one tends to depend on a steady influx of Blue Power; but in general play I hardly ever am pressed for endurance with her, as long as I diligently keep several mobs at hand. Works fantastically well in large teams, and with the new difficulty slider it'll likely work fantastically well with a crank up of the virtual team size. -
Quote:I'd suggest a "randomly generated" mission with your favourite group in AE, and use tickets as a measure to track dropsNegative. Since the market on test has zero relation to the live market, I didn't bother tracking drops for that run. The numbers you see there are pure influence earned.
As far as having fun with the new slider, yes, yes I have:
http://www.walkiry.com/CoH/Issue%2016/index.html
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Quote:Then my job here is done!I almost fell out of my chair when that flashed into my chat box.
Oh... and Aliana, awesome that you soloed it. I gave up on my only attempt to do so thanks to the autohit, but you've made me want to go back and do it again.
*Strikes pose*
*Flips jetpack on*
*Flies away* -
Elec/Shield Scrapper.
Elec/Shield Scrapper!!
It's going to be awesome. -
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Quote:Haha, it's funny because I just realized another source of misunderstanding. When I said Actin's not that far, I didn't mean far from tanker damage reduction, I meant far from being able to handle the encounterAnd I just realized I read "out with enough fluffies being spawned" as "without enough fluffies being spawned", assuming you were either implying romans couldn't be used or didn't think about that. Oops.
This rocks! In my defense, it was almost 1 am yesterday when I was posting here! -
Quote:I just realized you said Inv/DM, not DM/Inv, and were, thus, talking about tankers and not scrappersInvul tankers have about 35% resistance (38% with Shield Wall), higher HP, higher heal, 90% S/L so they shrug off romans and Rommie, it's really more than enough. Trust me, having played both there is really no comparison between an invul scrapper and an invul tanker.
Yeah, I'm sure a single tank can handle that no problem. More HP, more resist, shouldn't be a problem.
EDIT: The question is if they'll do enough damage -
Quote:Not so sure about that, the fluffie hits for over 400 with the standard 23% resistance, and you're constantly under some recharge and damage debuff. I guess the most obvious answer is more recharge and more heal for Siphon life, but even then, I don't think it's enough. Now, Siphon + Aid Self, maybe, but you'd spend a lot of time healingOn my Inv/DB tanker as a level 48 taking on Rommie + all 3 fluffies + a bunch of romans wasn't a problem for a few minutes ; I think a level 50 Inv/DM would have much higher survivability and wouldn't have trouble handling this indefinitely (as long as Siphon Life would be used).
Or happy feet and move in and out, but my lag from Kiwiland is too terrible to try that -
All right fellow scrappers, listen up.
*Taps microphone*
(If it's too much of a hijack, Bill, I can take it somewhere else )
http://www.walkiry.com/CoH/Actin%20S...ITF/index.html
So, Actin managed to finish her solo ITF. Things used:
16 minutes of the wedding band.
8 large orange inspirations (actually, used 9 inspirations but two were small and I used them at the same time, hence the equivalent of 8).
16 minutes is what Actin needed to down the autohit nictus, after which inspirations or temps were not needed. Well, I lie, I used one purple and one green that I got as drops during the carnage when I got a bad cascade defense failure Actually, Actin's really not that amazing in the damage department, she's just very good at survival, so these ramblings should work for other DM/Inv scrappers with softcapped defenses against the attacks used in this encounter, and only the vanilla resistance totals for negative energy (23.3% or thereabouts). If yours does more damage, then it's even easier.
Anyway, maths time. Wedding band = 30% resistance. Large orange = 20% resistance. 8 minutes of inspirations and 8 minutes inspiration-less works out as 40% resistance on average to stay put. I used the inspiration to regain HP (usually in the form of breaking even or gaining a bit until Dull Pain was up again, at which point Actin filled up real fast), and without it Actin's HP bar went slowly down due to constant chipping away. Also, attack chain was broken mercilessly to heal more often with Siphon Life - whenever it was available.
So, in order for Actin to win with her current capabilities, she needs 40% extra negative energy resistance, or equivalent, for 16 minutes.
2 large oranges give that, but given the size of the tray, she can only keep that up for 10 minutes. Using only 1 inspiration at a time, that's 20 minutes.
Need 16 minutes of 20% resistance or equivalent from somewhere that is not inspirations!
Options:
- 5% from empowerment buffs.
- 2.25% (or 3.75%) from Cimeroran (Cimeroran Citizen) day job, ironically enough.
- 6.26% from two partial sets of Scirocco's, at the cost of either a little s/l defense (1.88%) or 5% recharge (respec). An extra 1.88% resistance could be brought in at the cost of the 5% recharge by putting a partial Enfeebled Operation in Midnight Grasp (I can hear you cringing from here!). All together it's 8.1% extra resistance according to Mids'. Still not enough for 20% when combined with the other available buffs. Three sets of Scirocco could be brought in theoretically: Shadow Maul, Dark Consumption and Soul Drain.
Which leaves:
- Echo Wedding band, 30% for 5 minutes, "rechargeable" (but only usable once per try!).
- Bionuke. 150% damage buff and 800% regeneration for 5 minutes could mean shaving time from the total requirement and less need for oranges during that time. I'm confident that Echo Wedding Band + Bionuke won't need oranges at all. That'd mean 15 minutes of 40%+ resistance or equivalent, and with the extra damage buff should be enough to down the nictus without needing anything other than the inspirations and those two temp powers.
Other options:
- Mystic Fortune: There must be one with resistances somewhere, and they last 20 minutes.
- ???
I considered resetting the mission to try any of these options without having to recruit people to start the TF again, but I've been at this for quite a bit now and my eyes are starting to bleed when I look at the romans. Come issue 16, with extra spawn sizes and possibly bringing down the level of the AVs to 50, the problem of negative energy defense will solve itself, so I'm not worried about that one (notice the cyclops I dragged in to the fight! That puts Actin barely at the softcap, but Rommy debuffs defense a lot when he hits, Actin has enough Lethal defense not to worry about cascading when only facing him, but makes a big opening for the healing nictus).
I'm also wondering if an Inv/DM tank would be able to pull this off. He'd get the necessary edge in survivability (really, all things considered Actin's really not that far!), but can he get the damage out with enough fluffies being spawned? -
I tried, the 5th columnists died right after my first Soul Drain, I didn't even get a chance to use Dark Consumption once before they crumbled, which is very odd. My guess is that the autohit nictus actually damaged them, but who knows.
Romans last longer, but they have the inconvenience of bringing extra defense debuffs and they up Rommy's defense. The problem with the debuffs is the negative energy defense, when I get hit once by Rommy it creates a huge window of opportunity for the heal nictus to land a hit and heal around, I'll have to do the maths to see if extra romans at the floor hit chance (since Actin's way over the soft cap for lethal) will give noticeable extra survivability.
Regardless, minions tend to go down very fast due to Dark Consumption. I could bring in Cyclops I suppose, they don't have defense debuffs and have lots of HPs... I mean, half a dozen EBs to top off the 4 AVs, what could possibly go wrong?
Trying to make up my mind on how to proceed, I burned 10 minutes off my Wedding Band and noticed I definitely made headway with it without that much difficulty (relatively). So it's (relatively) close. With big oranges and no band, taking two at a time I'm pretty safe, so that gives 10 minutes of "safe" fight for a whole tray. But not enough damage to bring down Rommy in those 10 minutes. A Bio nuke would give 150% damage and lots of regen for 5 minutes, which could be enough to not need the two oranges (one, or perhaps nil), so I could stretch that to 15 minutes in the best case scenario, with a lot more damage. There's the possibility of empowerment buffs, 5% neg energy resist and 20% recharge spring to mind. If I'm using temp powers, I'm trying to use temp powers that can be repeatedly obtained, not the Band (I suppose the Echo Band could be obtained repeatedly, 5 more minutes!).
I was trying to do it the "straightforward" way and kill Rommy 4 times, but I may have to kill the autohit nictus first, after that it'd be smooth sailing, albeit slow. Anyone knows if the nicti have extra resistances against Dark or something? I am hopeless with City of Data.
The other option is respec again and up my negative energy resistance and defense, at the expense of fire/cold defense (replace Aegis sets with Reactive armors and put Scirocco's sets in the PBAoEs, and some other tricks), but I'd prefer not having to do a specialized build for a single TF
The fact that the AVs are level 51 doesn't help either. I'm guessing that with issue 16 I could make all enemies -1 (to bring the AVs down to 50), and set the spawn rules to 6 people or so for only the last mission. That should bring plenty of summons and make it a bit easier, ironically.
Hm, braindump ftw. -
An alternative for the fluffies is to send a DM/Inv with a tray full of oranges, and let her tank all the fluffies.
If you have 7 scrappers wailing at Rommy in the meantime, he should go down so quick it'll work fine.
By the way, when soloing on a team size of two, the spawner fluffy only spawns a couple of minions that go down faster than a cheap ******. I am very annoyed at that. I may end up having to use nukes, having only 4 targets for Soul Drain and Invincibility (which leaves actin 3% short of the cap for Negative Energy defense) is very sucktastic :-/