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Posts
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I find it both amusing and confounding that people keep thinking that Willpower has better +regen than Regeneration, particularly when Regeneration can cap out its Hit Points easily and has Instant Healing, which does beat a fully saturated RttC.
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The reason that */WP has gotten the reputation for better +regen than */regen is mostly because it's true.
They've both got Fast Healing with the same +regen, but */WP's is slightly better (thanks to debuff resistance). Dull Pain is a bit better than High Pain Tolerance (HPT manages 29.5% +maxhp SO slotted, Dull Pain manages 38% when averaged) but has the definite advantages of providing resistance to go along with the +hp and not being recharge dependent. The big exchange is in Integration versus Rise to the Challenge. Slotted with SOs, RttC nearly matches Integration's +regen with a single target in range (1.3% +regen less actually) but can go up to more than 2.75 times as high (682.2% +regen compared to 244.9% +regen) when saturated. Instant Healing's uptime with SOs is notoriously bad (27%) and, coupled with the fact that only a quarter of its +regen is actually enhanceable (600% unenhanceable, 200% enhanceable), fully slotted, it only gives 989.9% +regen for an average benefit of 267.273% +regen.
In order to achieve +regen equivalence, Willpower only needs to sustain 6.49 targets in RttC and that's assuming that Regen pops IH as soon as possible, every time that it's up.
The +regen dominance issue is pretty much a non-point: */WP wins; RttC is simple better than Integration and Instant Healing combined. The bigger point to consider is that */regen isn't about +regen anymore and hasn't been for a while: it's about self heals. The +regen is only around to provide a minor base of survivability to live off of while using the click heals.
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Maintaining 6.5 targets is an astoundingly high figure. By your own assessment, Regen delivers superior regeneration. -
I guess I play it different than some, but I like the Seeker Drone pull when it's available and the Photon Grenade Pull when it's not.
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I don't like the scrapper inherent. It's just so dull and uninteresting, even without being a flimsy duplicate of the stalker inherent. 5% or 10% crit chances sound like something that should be part of the powers themselves, because they sure as heck aren't archetype defining. But I don't know what the alternatives would be. People are happy enough with scrappers that not a lot of ideas are out there.
Also, please no "you can't fix A because B is more broken." That kind of talk gets nothing fixed.
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A few of the "inherent powers" were available before the inherent power system. Very few are meant to be class-defining powers. The only real reason I could see why they were added was to balance out the people complaining about Scrapper critical hits. -
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Seekers drones should be available sooner IMVHO.
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Granted!
Defenders will get Seeker Drones at level 18! -
The reason Pistols makes sense to me as a Scrapper primary is the secondaries available. Very infrequently do pistol heroes blast things to death. Many are very tough or very quick. Super Reflexes, Regeneration and Willpower definitely have heroic counterparts. The other secondaries are a little less solidly based, but I could see a Dark, Invulnerability or Fire Scrapper. Shield Defense is out, for sure, but that would be done normally (along the lines of Claws).
On the other hand, Blaster secondaries don't seem to support it much in most comics. Devices has strong support and mechanically the Blaster secondaries would probably work better, but I think it just fits more to have short-range dual pistols in the hands of Scrappers. -
Q: Why pick Regen over Willpower?
A: It has higher potential for (de)buffage than Willpower. It is also a great solo set. Don't tank in a team full of non-(de)buffers, and you'll be amazing. -
Willpower makes you a better tank, if that's what kind of team you mean.
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+1 for Phalanx Fighting.
Also, it's quite ghetto, but before you're capped it's a nice power to have on teams. Stick to a buddy or two when a large mob is around you and you'll be less likely to have a spectacular defense failure. -
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Ok.. The real reason I started this thread is because I hate hitting Build Up and Aim. I just hate it. If it lasted longer and I didn't have to hit it as often I'd hate it less.
At least Feint and some of the others are actual attacks. So I don't feel like they do nothing. Heck for brutes they help to keep the Fury Bar going.
Rage clicks on for a good while. That's really why I think Rage is unfair. That and its in a powerset that I'm not really that interested in.
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Perfectly understandable. However, if each powerset did not have things that make it different and more fun to play in some ways than others, it wouldn't be a very fun game! -
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Footstomp is the only possible overpowered culprit in the set, but I'm not sure that FS having a larger radius, etc then it should is enough to claim SS overpowered.
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The radius is the exact same as its sister Tremor. The values it has are the values it should. -
You should skip Resurgence and Hurl Boulder. Strength of Will is also a skippable to most. I like to skip Stone Fist, personally - to me it's a choice between that and Stone Mallet. Other than that, I'd take them all.
Been quite a while since I played a Stone/*, but in my experience the knockdown from Fault and Tremor are amazing combined with Rise to the Challenge. The only real downside to knockdown comes when there's multiple on a team, and the magnitude can become a group knockback every now and then. -
Read up on IO enhancements. It sounds like you'd be a perfect person to go for Frankenslotting. Also, remember, there's very little benefit to upgrading IO enhancements post-30. There are a ton of cheap END/RCHG enhancements available, for one thing. That alone would allow you to slot extra END without sacrificing too much on the damage side.
Two travel powers is overkill. Pick between Super Speed and Super Jump. You could also dump Combat Jumping, though you'd lose defense.