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Posts
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Joined
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I love my WM/Shield brute, and on some level I actually had alot more fun with him than I currently am with Titan Weapons. The only gripe I have with it is the lack of Vanguard/Cimeroran mace options.
Though I heard scrappers gets more out of WM than brutes right now. I haven't tested it myself but the thought of getting crits with crowd control or clobber makes me green with envy. -
This may seem like a minor thing, but I personally like Invul a bit better due to the +tohit you get from invincibility. TW hurts more from a missed attack than any other set (not only you've just wasted a long *** animation and a chunk of blue, now you have ANOTHER attack that you must put through the long *** animation before you enter momentum phase. Not to mention the hit you take to your overall DPS if you miss an attack WHILE in momentum), so every bit of +hit helps.
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So, on a TW/Invul scrapper, how would agility alpha compare to cardiac?
On paper, agility seems far more attractive with the +recharge and the def which would put my 4 energy type defenses comfortably close to 45%, however with only stamina and PP being the only two endurance modification tools it probably won't save the character's blue bar as much as cardiac does. -
Building into fireball isn't really that viable on a BS character due to redraw. Due to the highish endurance cost of the attacks you're better off going into body mastery for extra regen/recovery. You already have 2 cones and 2 PBAoEs with a BS/SD character, you won't be really missing out on much without fireball.
Grant Cover is a power you'd want for the -def resist.
BS's damage is lowish compared to Warmace or Battleaxe, but what is has is Parry, which, if you don't have a very high budget, helps you cover a huge amount of melee defense, which is arguably the most expensive part to softcap. -
Is no one else having this problem? Or is this a problem an unresolved problem that has existed for a long time?
I've seen screenshots of shields sticking close to the ascension gloves properly before, so I'm sure it hasn't always been like this. -
I love my WM/SD brute. 2 extreme damage attacks, 2.5 AoE attacks (3.5 if you count shield charge), a crap ton of single target mitigation (if I chain bash-shatter-clobber-jawbreaker the boss basically never gets off any attacks). Playing the toon on x8 missions felt like I was playing Dynasty Warriors.
The only down point I felt with WM was that there are no Talsorian/Cimeroan mace options.
I'm definitely making a BA/SD scrapper. Since that set has a knockdown on ALL its attacks the mitigation must be unbelievable. -
So I finally got to purchase the Ascension pieces on my first incarnate, a WM/SD Brute.
I excitedly went to the tailor to try it out and, much to my dismay, when I use the Ascension gloves with a shield, this happens.
It seems like the game's flagging them as the larger gloves like the giant robot ones.
I've searched around and haven't seen people reporting similar issues, yet on my end this is happening on all bodytypes and torso categories.
Also, it seems like only the shoulders have the option for a more detailed decor while all the other pieces have only the "Normal" option, is that intended? -
Right now I'm a bit worried that the DPS of SJ is going to be completely dependent on the big burst damage provided by the finisher- with most attacks will only doing approximately same damage as a rageless SS tanker, thus leading to a low overall DPS.
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Quote:Holy crap.Entropy Shield is now Entropic Aura for Scrappers and Brutes. This power is a taunt aura that grants the user a scaling recharge buff based on the number of foes surrounding the user.
I'm not sure how well would Martial Arts work as a Tanker set though... I guess the lack of AoE problem isn't as prominent due to gauntlet. -
I've just recently returned to the game after several months of absence and first thing I've decided to do is set my favorite scrapper on the path of Incarnates.
The build I'm currently using is a very low budget build I was able to finalize last year with alot of help from the posters here (now slightly modified to accompany the Fitness changes), and what with money not QUITE as difficult to obtain as before, I'm thinking of moving up to a slightly medium-to-high budget build to improve this toon's overall performance... and I could use some help.
As a whole, I'm hoping for something that would improve my overall survivability a bit more. Budget wise, I'm hoping to keep it under 1 billion. I haven't gotten into the game to see if pricing on things have changed, but one of my primary goal is to get my DDR up so I won't instant faceplant against -DEF mobs, the rest I'm fairly open about.
I'm also not set in stone with my choice of powers, so if I did anything wrong here, please feel free to point them out.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Blade Archon: Level 50 Technology Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Shield Defense
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack- (A) Mako's Bite - Accuracy/Damage
- (3) Mako's Bite - Damage/Endurance
- (3) Mako's Bite - Damage/Recharge
- (5) Mako's Bite - Accuracy/Endurance/Recharge
- (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (7) Mako's Bite - Chance of Damage(Lethal)
- (A) Steadfast Protection - Resistance/+Def 3%
- (25) Serendipity - Defense
- (27) Serendipity - Defense/Endurance
- (27) Serendipity - Defense/Endurance/Recharge
- (34) Serendipity - Defense/Recharge
- (36) Serendipity - Endurance/Recharge
- (A) Red Fortune - Defense/Endurance
- (36) Red Fortune - Defense/Recharge
- (36) Red Fortune - Endurance/Recharge
- (37) Red Fortune - Defense/Endurance/Recharge
- (37) Red Fortune - Defense
- (37) Red Fortune - Endurance
- (A) Multi Strike - Accuracy/Damage
- (7) Multi Strike - Damage/Endurance
- (9) Multi Strike - Damage/Recharge
- (9) Multi Strike - Accuracy/Endurance
- (11) Multi Strike - Accuracy/Damage/Endurance
- (11) Multi Strike - Damage/Endurance/Recharge
- (A) Harmonized Healing - Heal
- (19) Harmonized Healing - Heal/Endurance
- (19) Harmonized Healing - Heal/Recharge
- (23) Harmonized Healing - Heal/Endurance/Recharge
- (25) Harmonized Healing - Endurance/Recharge
- (A) Recharge Reduction IO
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (A) Accuracy IO
- (13) Accuracy IO
- (13) Luck of the Gambler - Recharge Speed
- (15) Luck of the Gambler - Defense
- (15) Luck of the Gambler - Defense/Endurance/Recharge
- (17) Luck of the Gambler - Defense/Recharge
- (A) Empty
- (A) Aegis - Resistance/Endurance
- (46) Aegis - Resistance/Recharge
- (46) Aegis - Psionic/Status Resistance
- (46) Aegis - Resistance
- (48) Aegis - Resistance/Endurance/Recharge
- (A) Endurance Reduction IO
- (A) Scirocco's Dervish - Accuracy/Damage
- (21) Scirocco's Dervish - Damage/Endurance
- (21) Scirocco's Dervish - Damage/Recharge
- (23) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Defense Buff IO
- (A) Gift of the Ancients - Defense
- (39) Gift of the Ancients - Defense/Endurance
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (39) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Mako's Bite - Accuracy/Damage
- (29) Mako's Bite - Damage/Endurance
- (29) Mako's Bite - Damage/Recharge
- (31) Mako's Bite - Accuracy/Endurance/Recharge
- (31) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (31) Mako's Bite - Chance of Damage(Lethal)
- (A) Red Fortune - Defense/Endurance
- (48) Red Fortune - Defense/Recharge
- (48) Red Fortune - Endurance/Recharge
- (50) Red Fortune - Defense
- (50) Red Fortune - Defense/Endurance/Recharge
- (50) Red Fortune - Endurance
- (A) Scirocco's Dervish - Accuracy/Damage
- (33) Scirocco's Dervish - Damage/Endurance
- (33) Scirocco's Dervish - Damage/Recharge
- (33) Scirocco's Dervish - Accuracy/Recharge
- (34) Scirocco's Dervish - Accuracy/Damage/Endurance
- (34) Eradication - Accuracy/Recharge
- (A) Eradication - Damage
- (39) Eradication - Accuracy/Recharge
- (40) Eradication - Damage/Recharge
- (40) Eradication - Accuracy/Damage/Recharge
- (40) Eradication - Accuracy/Damage/Endurance/Recharge
- (42) Eradication - Chance for Energy Damage
- (A) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Healing IO
- (A) Endurance Reduction IO
- (A) Endurance Reduction IO
Level 0: Task Force Commander
Level 50: Ion Judgement
Level 50: Spiritual Boost
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Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
Level 2: Swift- (A) Empty
- (A) Miracle - +Recovery
- (45) Miracle - Heal
- (45) Numina's Convalescence - +Regeneration/+Recovery
- (45) Numina's Convalescence - Heal
- (A) Empty
- (A) Efficacy Adaptor - EndMod
- (42) Efficacy Adaptor - EndMod/Recharge
- (42) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (43) Efficacy Adaptor - Accuracy/Recharge
- (43) Efficacy Adaptor - EndMod/Accuracy
- (43) Efficacy Adaptor - EndMod/Endurance
Set Bonus Totals:- 12.5% DamageBuff(Smashing)
- 12.5% DamageBuff(Lethal)
- 12.5% DamageBuff(Fire)
- 12.5% DamageBuff(Cold)
- 12.5% DamageBuff(Energy)
- 12.5% DamageBuff(Negative)
- 12.5% DamageBuff(Toxic)
- 12.5% DamageBuff(Psionic)
- 4.88% Defense(Melee)
- 3.94% Defense(Smashing)
- 3.94% Defense(Lethal)
- 13.3% Defense(Fire)
- 13.3% Defense(Cold)
- 13% Defense(Energy)
- 13% Defense(Negative)
- 3% Defense(Psionic)
- 18.3% Defense(Ranged)
- 18.9% Defense(AoE)
- 1.8% Max End
- 3% Enhancement(Heal)
- 30% Enhancement(Accuracy)
- 22.5% Enhancement(RechargeTime)
- 110.4 HP (8.25%) HitPoints
- MezResist(Confused) 1.65%
- MezResist(Held) 6.6%
- MezResist(Immobilize) 11%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 1.65%
- 7.5% (0.13 End/sec) Recovery
- 56% (3.12 HP/sec) Regeneration
- 3.47% Resistance(Fire)
- 3.47% Resistance(Cold)
- 6.25% Resistance(Negative)
- 3% Resistance(Psionic)
- 5% RunSpeed
- 4.5% XPDebtProtection
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Alright, thanks for the feedback guys!
Main reason I picked up FA over CP is because for the most part I never have MUCH endur problems other than when fighting end-draining mobs. Plus I was soloing alot of Creys at the moment and I find it crucial that my parry doesn't get deflected. Plus I want to get physical perfection before tough and weave.
I never had much trouble chasing down guys because... well, they die pretty fast. Plus, I love how all the attack animations look different if you use it while you're hovering.
Hovering also saved me from trying to wade into the mob among tanks and other scraps, and makes speed boost more manageble. -
Hey folks, I've recently hit level 41 with my BS/SD scrapper and I have sort of hit a wall on how to slot my character.
My most immediate goal at the moment is to get him to hit all positional softcap so I could still effectively solo while LFTing.
The main problem is my budget. I currently have around 13 mil in my pocket, and through pure dumb luck I've been blessed with some fantastic recipes like Gambler's +recharge and Miracle's +recovery, but I opted to build them instead of selling them, since I figured I may eventually have to buy them anyway.
I hadn't put much priority into slotting for +melee defense because parry could easily cover that, and I originally picked flight over jump for concept but it has proven itself quite reliable on several occasions, so I'm sticking with it.
I used mainly Fury Flechette's cheap Fire/Shield build as reference, but with BS and FM being two very different power sets (namely, there aren't any attacks from BS that I'd like to drop for Maneuver), I've become lost how to continue building my character.
If I could get some feedback on how to softcap this character with relatively affordable sets, I'd truly appreciate it.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Blade Archon: Level 42 Technology Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Shield Defense
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack- (A) Pounding Slugfest - Accuracy/Damage
- (3) Pounding Slugfest - Damage/Endurance
- (7) Bruising Blow - Damage/Recharge
- (11) Bruising Blow - Damage/Endurance
- (13) Smashing Haymaker - Accuracy/Damage
- (13) Smashing Haymaker - Damage/Endurance
- (A) Gift of the Ancients - Defense/Endurance
- (3) Gift of the Ancients - Defense/Recharge
- (15) Steadfast Protection - Resistance/+Def 3%
- (15) Defense Buff IO
- (17) Endurance Reduction IO
- (23) Endurance Reduction IO
- (A) Red Fortune - Defense/Endurance
- (5) Red Fortune - Defense/Recharge
- (17) Red Fortune - Endurance/Recharge
- (23) Red Fortune - Defense/Endurance/Recharge
- (25) Red Fortune - Defense
- (25) Red Fortune - Endurance
- (A) Eradication - Damage
- (5) Eradication - Accuracy/Recharge
- (27) Eradication - Damage/Recharge
- (27) Eradication - Accuracy/Damage/Recharge
- (31) Eradication - Accuracy/Damage/Endurance/Recharge
- (31) Eradication - Chance for Energy Damage
- (A) Miracle - Heal/Endurance
- (7) Miracle - Heal/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (9) Luck of the Gambler - Defense/Endurance
- (9) Luck of the Gambler - Defense/Recharge
- (31) Accuracy IO
- (34) Accuracy IO
- (36) Accuracy IO
- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (A) Gift of the Ancients - Defense/Endurance
- (29) Gift of the Ancients - Defense/Recharge
- (A) Flight Speed IO
- (29) Flight Speed IO
- (A) Run Speed IO
- (A) Miracle - Heal/Endurance
- (19) Miracle - Endurance/Recharge
- (19) Miracle - +Recovery
- (A) Endurance Modification IO
- (21) Endurance Modification IO
- (21) Endurance Modification IO
- (A) Endurance Reduction IO
- (A) Accuracy IO
- (A) Mako's Bite - Accuracy/Damage
- (39) Mako's Bite - Damage/Endurance
- (39) Mako's Bite - Damage/Recharge
- (39) Mako's Bite - Accuracy/Endurance/Recharge
- (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (40) Mako's Bite - Chance of Damage(Lethal)
- (A) Defense Buff IO
- (A) Adjusted Targeting - To Hit Buff/Recharge
- (37) Adjusted Targeting - To Hit Buff/Endurance
- (A) Scirocco's Dervish - Accuracy/Damage
- (33) Scirocco's Dervish - Damage/Recharge
- (33) Scirocco's Dervish - Accuracy/Recharge
- (33) Multi Strike - Damage/Endurance/Recharge
- (34) Multi Strike - Accuracy/Damage/Endurance
- (34) Cleaving Blow - Damage/Endurance
- (A) Scirocco's Dervish - Accuracy/Damage
- (36) Scirocco's Dervish - Damage/Endurance
- (36) Scirocco's Dervish - Damage/Recharge
- (37) Scirocco's Dervish - Accuracy/Recharge
- (37) Multi Strike - Damage/Endurance/Recharge
- (40) Multi Strike - Accuracy/Damage/Endurance
- (A) Empty
- (A) Endurance Reduction IO
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 6: Ninja Run -
So I decided to use some of my reward merits today and I had the fortune of obtaining a Miracle: Recovery recipe.
I was hoping to be able to sell it for profit, but because I was unable to afford the auction fee, I opted to craft it instead since I already have most of the materials needed.
Now, I'm just wondering how exactly would this IO work? I play a BS/SD scrapper, I don't have any "active" heal power that could be used to trigger a proc. If I slot it in a passive healing power like True Grit or Health, would it still work? How would they trigger the +recovery proc? -
Alright, thanks for the replies; I have been humbled.
I became a bit lost when my Katana/WP was soloing +1/x5 just fine aside from Arachnos/CoT/Pantheons due to their exotic damages, but when I consistently died against Tuatha de Dannans, a villain group consisting entirely of melee smash damage users... I became a bit disheartened.
I'm guessing it might even out a bit once I get tough/weave and start replacing IOs with sets.
In retrospect... if scrappers are invincible solo machines I guess no one would be playing tanks... -
So I recently made a katana/wp scrapper, and brought him up to level 30. He started off pretty slow at first, but as soon as he gets Divine Avalanche it's like all of a sudden he's a badass scranker. Heck, I even recently tanked Arakhan and most of the Moonfire TF with only 3 people backing me up (the others d/ced when Freedom went down) and with a lvl 26 Peacebringer being my only healer.
But as I get to higher leveled missions and machinegun/baseball bat wielding villains become increasingly less common, I find myself faceplanting alot if I miss even one Divine Avalanche hits or didn't have a small purple handy. It seemed like if I only have a LITTLE bit more .vs everything defense (around 15%), I'd do fine... which is why I made a BS/SD scrapper.
Now I'm wondering, is stacking Parry twice + the defense brought about by SD= god mode scrapper? Speaking strictly in soloing AVs, is the WP scrapper going to win in the long run because of his superior regen/recovery? Or will the SD scrapper triumph because of his higher avoidance and damage output?
Also, both scrappers in this said scenario only have invention origin enhancements, no sets. -
Thanks for the replies! Yes, I have been dabbing into the fighting pool since level 26 and I just got Tough at 28, which saw my sometime squishy brute's survivability shot up by ALOT.
Darkest Night sounds good... as it's basically the only Patron toggle available to brutes anyway, and since I don't plan on picking up taunt, 1 more taunt aura certainly sounds good to me. -
Hi, I've been considering what Patron Power I'd want to take for my War Mace/Shield brute, and, of the 4 options, Black Scorpion's appeal to me the most.
However, would having Arachnos mace powers mean that everytime I use it I would have to draw the mace out, shoot it, and then draw out my WAR mace and hit things with it? Or would I get an option to simply use the Arachnos mace model for my war mace?
On another note, any of the other Patron pools usable without having to put my mace away? Or should I simply skip Patron pools altogether?