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Posts
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Also note that +dmg boost, ie Kin, doesn't boost the proc damage. -res will.
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Quote:They said that about /regen. They said that about /sr, they...you get the idea.Don't because once you level 1 to 50 you'll never look at your other scrappers the same.
Let's see, favorite primaries are Claws...ok, how about Kat...Hmmm, DB...Um, I think I'll stick with the other secondaries. :P -
Quote:I don't do TOs. I level too fast and they just don't seem worth it really. 2 acc and 2 end for attacks with DOs. The amount of acc and end redux can be played around with, ie /rad can abuse 1 acc due to the -def it gets. I could see doing 1 end reduc and 1 damage, or maybe even 1 recharge, but I always slot for end. The only time I don't is on a Kin with Stamina post SOs.So what do you typically slot in your blasts while leveling Amy ?
My plan is 2 TO ACC until after 10, then between 12 and 20 I usually have 1 DO ACC and 3 DO DMG. Between level 23-34 I fill in any remaining slots 4-6 total and start getting IO sets into them.
I can see Siphon Power getting an end reduc in it early due to it's slightly high end cost, but I have never done it personally.
"Hey, I have end issues before getting Stamina."
"Do you slot for end reductions during that time?"
"Well, no."
End usage is the highest in attacks. Blasters and brutes are infamous for their end usage due to their aggressive nature. -
Quote:End issues are partly based on what sets the ATs are playing. Take for instance a Kin/rad versus a Fire/kin. IMO, defenders are rather end friendly even on the solo side of things because they get a virtual free pass on teams. I vastly slot for end redux in my attacks and various powers early, so I really don't feel much of a end crunch unless I am using a well known end heavy set. I generally don't take any of the toggle powers before Stamina unless it's Sonic, or FF and only Sonic is really end heavy.Pre-stamina though, I do feel there is a major endurance issue, which a little more damage could smooth over until then. I realize all ATs suffer from the endurance pinch at these levels, but having played all the ATs to this point, I think Defenders are the worst off.
Tankers and Trollers are next, but they both have the option of "letting their natural recovery catch up" in a battle (most times, not always). Scraps, Blasters and Defenders (in general) have to go "full-bore" on attacks until the fight is over.
I just want the pre-20s to not "suck so bad". -
Problems with it.
- It means adding in animations and I'm not sure BaB would be found of it.
- Damage scaling happens 1-20 and helps defenders, so pre-Stamina damage isn't an issue.
- If Defenders have a damage issue, it's after 20.
- Getting to 20 is easy enough to where any under performance is quickly bypassed. -
Quote:Well, I've made one, but I don't think I've played one past level 2.Well, I really enjoyed dual blades alot, it's quite different from the other scrapper primaries with the combo mechanic and...wait a minute...
You've never made a shield scrapper??? You have got to be the first scrapper in the history of scrapperdom that hasn't done that! Gods sake man, make a shield scrapper! -
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People take breaks, or simply leave. Lord knows I've taken a number of breaks and I'm currently going through a playing break. I've played twice since October. It's not like I don't have fun when I play, I do, I just have other things I was to do as well. It's probably gonna take GR for me to get playing again. Jock might be the same way. It's not surprising people who put "x" amount of time and energy into the game simply hit a wall at some point.
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/elec and /rad have PBAoEs so they are ideal for Kin. If no /rad, or /sonic, /elec and /ice are the two best picks. /elec wins for the PBAoE and unique damage mitigation. Outside of that, /ice wins for everything else.
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/dark has good AoE, but it's very DoT heavy so it can seem weaker. /rad has a number of AoEs, but only one real solid ST attack. /elec, well, that's not winning any contest for best damage.
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My take on /regen versus /wp. /regen gets you into more "Oh crap" situations, but has a number of tools to deal with it. /wp gets you in far less "Oh crap" situations, but doesn't really have much in terms of dealing with those type of situations when it does happen.
I haven't done Elec, but I really like Claws and DB. DB flows so amazing well compared to other sets it's hard to not want to like it so it's probably the most fun set to play. DB is even Claws like in some of it's powers. I like Claws in terms of function better though because it has ranged attacks and if I need something done like knockback, it happens far faster on a Claws scrapper.
If I absolutely had to only play one scrapper, it would be Claws, or Kat/sr, but I fully understand people not liking the idea of soloing an /sr early. It's early end issues are overrated, but it's early damage mitigation is very much rolling weighted dice. -
Evis will be the easiest to drop. Going with less single target attacks only works with high end recharge builds. Focus should never be on the list of attacks to drop.
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Quote:Until you factor in corrs getting the same version as defenders and blasters get. It's not that the devs "accidentally" gave defenders blaster level AoEs, or are "secretly finding ways to boost defender damage." Those are pet summons and those are the same across ATs. City of Data will confirm this.* I don't see AR as being higher numbers versus what they should be because it will walk over Archery if they did since they are similar blast sets.Fact?: They added a blast set (Ice) that has strong single target attacks compared to most of the other blast sets and I have HEARD that the ice storm AoE has the same DAMAGE numbers as the Blaster version. Someone correct me please if I'm wrong, but if it's really there then I suspect it's not a bug and was done intentionally.
* Defender' Ice Storm vs. Blaster's Ice Storm Click on the summon links. They go to the same page. -
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And now in more favorable colors.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Strangler -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(3), Para-EndRdx/Hold(3), Para-Acc/EndRdx(5), Dmg(5)
Level 1: Gale -- Empty(A)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(9), Posi-Dam%(9), Dmg(11)
Level 4: Snow Storm -- EndRdx(A), EndRdx(11), EndRdx(13)
Level 6: Spore Burst -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(15), FtnHyp-Sleep/EndRdx(15), FtnHyp-Plct%(17)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(17), CoPers-Acc/Rchg(19), Mlais-Acc/Conf/Rchg(19), Mlais-Dam%(21), Pplx-Acc/Rchg(21)
Level 10: Steamy Mist -- Ksmt-Def/EndRdx(A), Ksmt-Def/Rchg(23), LkGmblr-Rchg+(23)
Level 12: Swift -- Flight(A)
Level 14: Hover -- Flight(A)
Level 16: Fly -- Flight(A)
Level 18: Health -- Heal(A), Heal(25), Numna-Regen/Rcvry+(25)
Level 20: Stamina -- EndMod-I(A), EndMod-I(27), EndMod-I(27)
Level 22: Vines -- Para-EndRdx/Hold(A), Para-Acc/EndRdx(29), Acc(29), RechRdx(31), RechRdx(31)
Level 24: Freezing Rain -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(31), LdyGrey-%Dam(33), UndDef-Rchg(33), UndDef-Rchg/EndRdx(33), UndDef-DefDeb/Rchg(34)
Level 26: Hurricane -- EndRdx(A), EndRdx(34), EndRdx(34)
Level 28: Carrion Creepers -- Posi-Dmg/Rchg(A), Posi-Dmg/Rng(36), RechRdx(36), RechRdx(36), RechRdx(37)
Level 30: Hasten -- RechRdx(A), RechRdx(46), RechRdx(48)
Level 32: Fly Trap -- BldM'dt-Acc(A), BldM'dt-Dmg(37), Dmg(37), Dmg(39)
Level 35: Tornado -- BldM'dt-Acc(A), BldM'dt-Dmg(39), Stpfy-Acc/Rchg(39), Stpfy-Stun/Rng(40), RzDz-Acc/Rchg(40), RzDz-Acc/Stun/Rchg(40)
Level 38: Lightning Storm -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(42), Dev'n-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Hold%(43), RechRdx(43)
Level 41: Power Blast -- Entrpc-Dmg/Rchg(A), Entrpc-Dmg/EndRdx/Rchg(43), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Dmg(45)
Level 44: Conserve Power -- RechRdx(A), RechRdx(46), RechRdx(46)
Level 47: Temp Invulnerability -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(48), Aegis-ResDam(48), EndRdx(50)
Level 49: Power Boost -- RechRdx(A), RechRdx(50), RechRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment -
It's just like an Ice/storm that they can go so over the top of the slow cap that you don't really need Snow Storm. Either SS, or Shiver for the AoE hold though. Again, having both is simply overkill with AA.
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You'll get far more use out of the second shield than you would Frostwork.
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And no, there are only the added powers for epics that didn't have 5 powers already. Scrappers got a new epic. But hey, the Dark epic got a self rez and we all love a self rez power don't we? *crickets*
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Somebody is getting kicked before I use all caps.
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Quote:Making it a little easier to weed through.Ok, so, I'm looking for an AE team and I can't find one so I decide to start one which I hardly ever do. I find a team pretty quickly and we go into the mish. The team...ROCKS...quickest team of the night by far. We have a great tank who keeps asking people to follow him and I agree the entire time. Every once in awhile, someone straggles off and aggroes another group...no biggie cuz we're awesome ) The tank sends out a reminder asking eveyone to stay with him. I decide to go all caps with it and ask everyone to "PLEASE FOLLOW THE TANK". It works for a minute. Someone else goes off the "path of strategy" and there are a few deaths.
At this point, a minor argument breaks out between the tank and a fire/kin. Long story short, the tank and his buddy (who were both awesome btw) decide to just stop playing. They start complaining that they will not go again until strategy is used. By this point we are over 3/4 of the way through this mish...home stretch. So, I ask if they are seriously gonna just sit there. There is more arguing between the team at this point and I, as the team leader have to make a decision. So, after begging them to just get over it and enjoy the game PLEASE, I go with the majority and I kick the tank. I HATED to do it...seriously...I even sent him a tell right afterwards and apologized and told him that I hated to do it but I had begged and pleaded with him to just enjoy...the...game. Not eveyone is as learned about team strategy and if it was such a big problem then they should've quit the team instead of wasting everyone's time by not contibuting to the team.
I really did feel bad...his response was "stfu"...then his buddy quits the team and they both start sending me tells telling me what a horrible leader I am because I couldn't get the team to listen to me...NEVERMIND the fact that we had just blown through that mish in near record time...I'm tellin' ya...the team was GREAT!
What do you guys think? Was I justified in my decision as a leader? I finally had to go with the majority that were not making a decision to be difficult and actually wanted to play vs the minority that wanted to sit back and complain which I just don't have the time or extensive patience for. I feel like I did what was best for the team but I hate being a jerk too. So frustrating...I even told the tank that I would team with him again and that he rocked...but I sure as heck won't lead him again that's for sure! ) -
Likely can still pull it off, but again, Fire does the most damage so anything an Ill controller can do, a Fire one will do it faster. IOs can make the Fire controller safe enough that Ill's advantage is not that big of a difference.
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The rez recharges fast enough compared to the death rate of teammates that you only need the base slot. The only time you would need it to recharge faster than that would be during a team wipe and even then it won't recharge fast enough when it's 3 slotted.
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