BlazingBlue

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  1. Crindon, I'd recommend Dual Blades/Elec.

    Fun combo system, awesome AoE and ST, plenty of flexibility with what you're wanting to do with the build, damage aura, T9 looks cool (not that I'd recommend taking it ), endurance isn't a problem, and it's simply fun overall!

    Just wanted to suggest this incase you're another that refuses to play a /Shield Scrapper.
  2. Quote:
    Originally Posted by Laevateinn View Post
    I haven't run the numbers, but I don't think you'll be able to run your attack chain indefinitely if you also want to run Focused Acc without CP. I wouldn't recommend taking Focused Acc in any case. It was heavily nerfed in the year you were away, it's only 5% ToHit unslotted now (although it still gives ToHitDebuff resistance).

    In order to run GD > GC > SD > GC you need 265% recharge in Golden Dragonfly. Minus 70% from hasten and 89.9% from your slotting, you still need 105.1% from global recharge to get there. Annoyingly, I couldn't get enough global recharge so I had to take out the Achilles Heel proc in GD to get there.
    In order to run Golden Dragonfly > Gambler's Cut > Soaring Dragon > Gambler's Cut you need 250% recharge in Golden Dragonfly and not 265%.

    Gambler's Cut - Adjusted Cast Time = 0.924
    Soaring Dragon - Adjusted Cast Time = 1.584

    0.924 * 2 + 1.584 = 3.432
    12/3.432 = 3.4965034965034965034965034965035 -1 = 2.4965034965034965034965034965035
    2.496 rounded up = 250% recharge

    For the other three powers...

    Gambler's Cut (second power in the chain) = 52% recharge
    Soaring Dragon = 136% recharge
    Gambler's Cut (last power in the chain) = 90% recharge
  3. Quote:
    Originally Posted by protector_knight View Post
    gotta second the /regen redraw on weapons. I never really thought the forum goers words held any weight when they were talking about redraw... I thought they were whineing or something. Naw I found that how with my db/regen. Also like I said earlyer don't take something that has long animations, cuz a spawn can eat you alive before you have the anime finished. For the record mine has some IO's sets, not fully, but I run tough and weave.

    My lvl 20 dm/invun feels less squshie than my lvl 50 db/regen. Just wait till I get invincibility, and six slot it for 3 def buff and three +tohit.

    I am not trying to pooh pooh on regen, it is a fun set, but weapon redraw can kill it :'(
    The /Regeneration redraw on weapon sets isn't so bad, in my opinion. Infact, my main and favourite toon is my BS/Regen.

    Considering Dual Blade/ combo preperation lasts for approximately two seconds between each power for the combo, that's enough time to quickly heal and then carry on with the combo. Moment of Glory takes 2.772 seconds to cast, though - so hitting that would ruin the combo.

    I guess it all comes down to the player's opinion on the playstyle.
  4. Quote:
    Originally Posted by Jerrofla View Post
    really? i've seen scrappers solo GMs on YouTube. if dm/sd scrappers can solo avs in four minutes then surely they can solo GM's? you're prob right and im just being stupid though. i'm new to city of heroes and the forums afterall :-]
    The Scrappers you've seen likely used insp's and temp's. If not, it was from a much older issue. You'll need 360 DPS to overcome a GM's regeneration. DM/SD Scrappers haven't been getting any further than 300 DPS.

    Oh, and no, they're actually soloing AV's much quicker than four minutes! You see, 300 DPS is practically equivalent to soloing an AV in 2 minutes and 17 seconds (28272 / 137 = 206.36 + 94.24 = 300.6 DPS).
  5. Quote:
    Originally Posted by chief_beef View Post
    thanks for all of the input guys!

    couple questions about the suggested builds:
    are any of these capable of soloing an av? ive heard that its possible with a bs/sd.
    on the 4 slotting of performance shifter in stamina, it looks as if slotting that 4th one for the 2.5% recovery bonus actually gives less recovery than if i just used a lvl 50 io. am i wrong in this?

    thanks again for all the help offered
    Any build can solo an AV, though some require more or less build confinement while others could cost little or large amounts of inf.

    The fourth bonus on the Performance Shifter set is 2.5% recovery. That's likely as to why people have placed that there rather than an ordinary IO. In relation to this, the Performance Shifter +End proc provides .20 endurance/second (.20 chance / 10 seconds * 10 endurance = .20 endurance/second). Though, it's debated as to wether or not the amount is scaled with the maximum endurance.

    Post your final build when it's done. I'll find a suitable ST attack chain (for AV's) for you then.
  6. Quote:
    Originally Posted by Postagulous View Post
    So, if I understand what you've written...why would they have kb enh able to slot in Air Sup? What would it do?
    You can't slot for Knockback in Air Superiority as it doesn't have a Knockback component. It's simply -160% Fly (for a 30 second period) and Knockup of 0.75 mag.
  7. Moved some unnecessary slots around and removed Parry, but all three positions are softcapped. The Absoloute Amazement set is there for the bonuses. If you decide to remove it and place the slots in a better (in your opinion) power, I'd still recommend keeping it two slotted for the lovely recovery bonus. Oh, and if the additional Enzyme Exposure HO is out of your budget, replace it with an ordinary Defence IO.

    Code:
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  8. Besides what's already mentioned...

    Combat Jumping - Swap the Jump IO for a Defence Buff IO

    Super Jump - Are three Jump IO's essential? In my opinion, I'd stick with one and use the two removed slots for something else

    For Blinding Feint...What?! Don't do this again! I'd definately recommend taking this power! It provides a 37.5% Damage and 10% ToHit buff for a 10 second period, twice as much when double stacked, also. To gain it's full benefit, you can use it as an opener for combos or include it in attack chains.

    Resurgence - Remove one of the slots.

    The build looks good overall, though. Despite having Stamina and Quick Recovery, I still suggest slotting an Endurance Reduction IO for your attacks. Hasten's and Strength of Will's (assuming you take it from Rieze's advice) both contain an endurance crash. They're both rather small, but can still be nasty, especially when combined with attacks unslotted for Endurance Reduction.
  9. I play +2 x 8 on my Scrappers. They're capable of soloing +4's, but due to my willingess to endure the rather long durations, I don't. I can't enjoy standing there and repeatedly attacking. However, I don't have a /SD toon. The +Damage buffs from AAO and the awesome Shield Charge would lower the durations by a fair amount.
  10. Quote:
    Originally Posted by DocDominion View Post
    Okay, a very skillful and powerful scrapper I was playing with yesterday said that resistance as far as Spines/Regen is a joke, and defense shouldn't even be looked at as much as just sheer Regeneration.
    He explained that the cap for a Scrapper's defense is 75%, whereas a tank's is 90% or something, and that since my resistance to smashing/lethal ATM is only 20%, I'm still taking 80% of all the damage dished out to me.

    But that's a bunch of wordiness, so I'll change the subject. Since we last spoke, I completed the Mako's Bite set and got the nice little chunk of resistance that goes with it.
    I've also made about 8-9 million influence since then, I know this isn't much but to me it's a fortune. I'm trying to get the complete Numina's set as well, which would be sexy for regen.
    My question is, what's a good set to slot out ripper/throw spines/quills/spine burst with? Currently my Mako's is in Lunge, which I don't use much as I tend to go for more AoE oriented attacks.

    Another question is what's a good heal set to have in my passive regen abilities, since I started to slot out my ONE Numina enhancement into resilience. (Tell me if that's stupid.)

    Thanks a bunch for your help so far, guys! Fire away!
    Your friend is incorrect:

    The Scrapper resistance cap = 75%
    The Tanker resistance cap = 90%
    The Scrapper defense cap (assuming lvl 50) = 200.38%
    The Tanker defense cap (assuming lvl 50) = 225.05%

    Recharge and defense are the most fundamental aspects rather than regeneration and resistance, especially recharge; recharge brings your secondary clickies up quicker and defense provides less of a need to actually use them. Passive regeneration is fine at 500%-600%. S/L resistance on a /Regen is ordinary to be at 20%-30%'ish for non-PvP. Tough and Resilience are your only +Resistance resources for S/L (16.93% at base) and you can hardly improve them with set bonuses.

    For slotting, I personally go with...

    Quills - Multi Strikes
    Ripper - Obliterations
    Throw Spines - Positron's Blast
    Spines Burst - Scirocco's Dervish

    They enhance their best aspects well and serve a decent job on covering their holes (Quill's immense endurance consumption, for example).

    Here's the build I had intended to post previously in this thread rather than the MA/Regen (it was a late night! ). It's definately not the best build out there, but it's mostly for displaying examples of what and what isn't needed. The defense is good at 20%'ish on all three positions, the recharge could be improved slightly as it's only at 50%, and the endurance problems are fixed. This can easily be altered for your personal preferences and can definately be improved.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  11. Here's something I cooked up quickly.

    Code:
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  12. BlazingBlue

    Nightstar

    Quote:
    Originally Posted by Duneman View Post
    Thanks Blue, I like it I was not aware she had so much resistance to negative energy and SL, good to know. I take about 1/3 of her health and then I give up because its gonna take all night, looks like I need to pack a lunch and gitrdone! lol

    Has Werner, Umbral or any other DM/SR, DM/WHATEVER had any luck with her or did pretty much run into the same wall I have?

    As someone posted in another thread a scrapper must kill kill kill and I will win this one even if it takes all night. lol
    Werner's DM/SR (Sergei): http://www.youtube.com/watch?v=HiDoNJgDwu4
  13. BlazingBlue

    Nightstar

    Nightstar has 30% Negative Energy and 50% Smashing resistance - I'd recommend increasing your recharge to run the Smite > Siphon Life > Smite > Midnight Grasp chain. Smite needs to recharge in 2.112 seconds, Siphon Life needs to recharge in 4.62 seconds and Midnight Grasp needs to recharge in 4.488 seconds.

    Here's an awesome build that someone (Werner or Umbral, I think) posted not so long ago. It can run the Smite > Siphon Life > Smite > Midnight Grasp chain without any problems (including your endurance!).

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  14. I'd recommend posting your build for us.

    Download Mid's Hero Designer from here: http://www.cohplanner.com/
  15. BlazingBlue

    Some questions

    Quote:
    Originally Posted by Gaidin View Post
    What DPS does that come out to?

    I'm curious if throwing in Fireblast can up the DPS significantly. I was spoiled by my DM/Regen's ST damage, and was fairly satisfied with my FM/SR's damage with Incin>GFS>Cremate, so I am hoping that between AOO and high recharge with the ability to take Fireblast I can make my Ele/Shield seem less lacking in the ST department.

    Also, just wanted to say I appriciate you number crunchers.
    100% Accuracy
    99.08% Damage slotted
    188.16% Recharge slotted onto Build Up

    Chain Induction > Charged Brawl > Jacobs Ladder > Charged Brawl = 138.252 DPS
    Chain Induction, Charged Brawl, Fire Blast, Charged Brawl = 143.805 DPS

    Huh, didn't expect that
  16. BlazingBlue

    Some questions

    Nope, Charged Brawl deals higher DPS than Havoc Punch.

    Quoting Umbral (assuming he doesn't mind ):

    Quote:
    Charged Brawl: 52.55 damage (57.8 w/ 10% crit), 1.056 sec activation time, 49.7 DPA (54.7 w/ 10% crit)

    Havoc Punch: 82.58 damage (90.8 w/ 10% crit), 1.716 sec activation time, 48.1 DPA (52.9 w/ 10% crit)
    Seems that we're having bad numbers today...
  17. BlazingBlue

    Some questions

    Quote:
    Originally Posted by Gaidin View Post
    I relation to this question, which chain would be the highest DPS, and how high is it? I was thinking of taking Fireblast on my Elec/Shield and was wondering what might be the best ST damage possible with or without Fireblast.

    For without, read my awnser to question six.
  18. BlazingBlue

    Burn DPS...

    Global accuracy and tohit buffs will affect Burn. Considering this, Claws'/ Follow Up will be very beneficial for Burn.
  19. BlazingBlue

    Some questions

    1) Incinerate -> Greater Fire Sword -> Cremate

    +237% recharge in Greater Fire Sword
    +137% recharge in Incinerate
    +84% recharge in Cremate

    2) Touch of Death: 10.77 damage, Mako's Bite: 14.36 damage, and a purple damage proc: 35.343 damage.

    3) It's awful, IMO. The recharge and endurance cost are too high for the -resistance provided.

    4) Only if you need the additional Regen and Recovery. I'd preferably slot it with standard IO's or with procs, especially the Performance Shifter: Chance for +End proc.

    5) http://www.cohtitan.com/

    6) I believe that Chain Induction > Charged Brawl > Jacobs Ladder > Charged Brawl is currently deals the highest ST DPS.

    The requirements...

    Chain Induction: 3.56 second recharge/293% recharge
    Charged Brawl: It already recharges fast-enough - 0
    Jacobs Ladder: 3.30 second recharge/142% recharge

    7) I'm not sure, but I'll look into it. I currently have an unused lvl 50 Spines/Fire and it would be interesting to attempt AV soloing with him (on test).

    EDIT: Werner beat me to it!
  20. BlazingBlue

    Slotting DM/SR?

    Firstly, Elude shouldn't be used for AV soloing ; it goes way over the softcap and the crash will leave you completely vulnerable!

    The defense softcap is where you've reached 45% defense. At this point, any attack from an enemy that isn't 5 levels above you or have some form of ToHit will have their chance to hit at the minimum (which differs from the con of your enemy - minions have a 5% chance to hit you when at the softcap, for example). It's possible to reach more defense (with the Scrapper defense cap at 200.38%), but unless the two requirements mentioned above are taking effect or you're being hit by defense debuffs, Elude is practically useless.

    Recharge will help you mantain an attack chain and bring Hasten up quicker to support it. With decent recharge you can use the Smite/MG/Smite/SL chain for the DM's/ best DPS. Here's the recharges required: Smite = 184% recharge, SL = 116%, MG = 234%.

    Regeneration stacks extremely well with high defense! I'd recommend going for 175-350% on your regeneration rate.

    HP will stack well with the scaling resistances and even provide higher regeneration! With accolades, 1700'ish HP should be enough.

    Besides these aspects, though, hitting the softcap is your main goal.

    Physical Perfection would assist on your regeneration slightly, but there's no need to use it for endurance as you'll have Dark Consumption, of course. I would either slot it with three Numina's (Heal, Heal/End, Heal/Rchg or +Regen/Recov), three heal mod's or simply use it as a proc mule (though, Health usually serves this purpose). Not that you shoudn't focus on your endurance, though do make sure to slot some lovely endurance reduction in the toggles. It's just that with two +Recovery procs, accolades and high recharge for Dark Consumption (and possibly PP!), your endurance shouldn't be a problem.

    I hope this helps. For now, just wait for someone to post an awesome build
  21. Quote:
    Originally Posted by New Dawn View Post
    I have been so close to it I know damn well its achievable and there is no need to over think it.

    Scrappers of any type are good enough and pretty much of any powerset mix too. To compensate they may each need to know their limits to avoid wrong place, wrong time scenarios and have the right insps for critical moments. Definitely have someone with confront. Stimulant and Aid other are not needed.

    The less I suggest, the more I would have to applaud you guys if you do it.
    You're probably correct about Aid Other and Stimulant not being needed, but combined with insp's usage and the team knowning their limits (as you've mentioned), it would make things a lot easier.
  22. Quote:
    Originally Posted by Stolid View Post
    Are you certain that's the best chain? I could've sworn CAK was better than Eagle's Claw for DPS because of EC's long activation time.
    If you bothered to actually read the thread...

    The OP requested the best MA/ chain that includes Eagles Claw ; Storm Kick > Crane Kick > Storm Kick > Eagles Claw.

    One post above you, Stolid, I established that Storm Kick > Crane Kick > Storm Kick > Crippling Axe Kick will deal the highest DPS overall for MA/.
  23. If you're interested, FreezeWave, here's the formula for AV's:

    DPS = 28272 / seconds + 94.24

    EDIT: It'll only be accurate for lvl 50 AV's with no resistances or self-heals.
  24. Quote:
    Originally Posted by BrokenPrey View Post
    It can be but it wasn't on my build I 5 slotted doctored wounds for the +rechrage because I needed it for the my attack chain and in the last slot I put the +3 PVP IO in. so there was no need for the +3.75% ranged defesne because the +3 PvP IO put me up over the soft cap for all three which was better for my build.
    Agreed, DW's can be a more efficient decision in some situations. Not everybody can afford the +3% def PvP IO, though.