BrandX

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  1. Quote:
    Originally Posted by Biospark View Post
    I am in complete agreement with Arcanaville on this one.

    The damage of the set is just fine but to improve on the secondary effects would be the way to go IMO.

    Thunder Kick should be higher chance to stun. 1 shot minion, combined with Cobra should stun Lts and Bosses.

    Storm Kick is fine as is, maybe add a small chance to Knockdown.

    Crane Kick is fine as is, but changed to Knockdown or Knockup, at least 60% chance.

    CAK, should be 100% Immob chance, with a 60% chance to stun Minions and Lts.

    Dragon's Tail could stand a higher knockdown chance but seems fine.

    EC should be knockdown plus the crit. (I would also like to see the Animation reduced a tad)

    Taunt, Focus Chi are fine

    So this would give a very consistent Knockdown/Knock-up feel to the set and the ability to double stack stun IF you take Cobra Strike plus either Thunder Kick, CAK or EC (which some min-maxers currently do not take TK or EC).
    Really, I can't agree with turning Crane Kick into a knockdown or knockup. Look at the animation...it's knockback.

    That change seems more along the lines of "I don't want to possibly chase a target" than trying to help the set. The knockback is fine.
  2. Okay, here's a quick build for you...Hasten 5.8seconds off of perma. Softcapped defenses. Storm Kick - CAK - Storm Kick - Crane Kick - Repeat for when you want DPS (when Hasten is active). Could probably make it even better, but was going pretty quick on it...

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  3. Hmmm...another though...going along the route of "King of Secondary Effects"..."Jack of all Secondary Effects, Master of None" if they're willing to break the cottage rule for this...

    Thunder Kick - Chance for Stun becomes Chance for Confuse (all things considered, it looks like a head shot, sooo...you smack them hard enough they hit blindly at others ina daze...low duration)

    Storm Kick - This is the HIGH DPA attack

    Cobra Strike - Up the damage a bit (trollers do more damage with their straight mez range attacks)...Mag 3 Stun + -Regen (I've just come to think this is a good way to up MA's over all DPS without upping MAs over all DPS to much...if 150% is to much...and knowing Poison Dart's 25% is to low...75-100% maybe?) though, maybe no -Regen at all. Still, I like the idea. Sets so Single Target focused should be some of the best ST DPS.

    Crane Kick - Leave as is!

    Crippling Axe Kick -Mag 2 Immobilize with a Chance for an additional Mag 1.

    Dragon's Tail - Increase Radius to 10ft

    Eagle's Claw - Two ways to fix the DPA of this attack...Up the damage (and thus RCH/END) or shave off some the animation. Either will work. I'm thinking up the damage to be like Total Focus (but with better DPA due to shorter animation), mainly because some people like the hang time effect of EC. Replace the Stun with a Hold effect!

    A wide array of mez effects Confuse, Stun, Knockback, Immobilize, Knockdown, Hold! None of which will specifically effect a boss, outside of additional help through other powers or IOs!

    So grab that Immbolize and or Hold from the epics and start stacking! Go Dark Armor and add more stun! Ect...ect...
  4. Quote:
    Originally Posted by Arcanaville View Post
    Adding critical chance gives a way to increase the damage of EC without tampering with its recharge. But I think in general I like the idea (not originally mine, but I've repeated it a lot) of EC having a chance to do knockdown to complement its stun. Knockdown would work against bosses better than the mag 3 stun, MA's stuns are almost *designed* not to stack with each other anyway which makes stacking to affect bosses for any significant length of time usually impractical for MA. The animation also seems to suggest the effect so the effect isn't inconsistent with the visual appearance of the power (at least the standard animation of it).


    Overall, though, I'm thinking a lot less "minor tweak" and a lot less conventional. I think in keeping with MA always being the unofficial "don't hate me because I'm beautiful" powerset, any change to the set now should follow MA's *unofficial* design concept: flair.
    The more I think about adding better criticals to Martial Arts, the less I'm liking it.

    I know I've suggested it recently to, but it's dawned on me. That fixes it for Scrappers and Stalkers, but not for when it gets ported to Tankers and Brutes.

    Increasing EC's DPA either through a cut in animation or an increase in Recharge/END Cost/DMG...works for me. Giving EC, Total Focus Recharge/End Cost, I would think would mean giving it the same DMG, but better DPA, as EC is roughly .8 seconds faster than TF.

    I like this idea, just because I hate to see people leave a tier 9 attack out. That just seems wrong.

    Continuing to think on it, I'm really liking the idea of adding -Regen to CAK or CS or both.

    Besides increasing the DPS of the set, which would only matter on hard targets, it adds a useful teaming function. Won't help clear missions as fast as those with lots of AOE, but taking down those harder targets at the end of the later arcs and tf/sf becomes faster.

    Testing would have to be done on how much though, as I think it would have to be enough use and not be resisted so much as to not be wasted.
  5. Quote:
    Originally Posted by ClawsandEffect View Post
    This thread brings to mind something that has occurred to me before, but I'm not sure if I've voiced.

    Knowing the numbers and being able to crunch them is a good thing.

    But, when you start simply discarding entire powersets as worthless because their DPS doesn't meet an arbitrary amount, that's taking it a little too far. I hate to tell you this, but DPS is NOT the only thing that is important. Sure, high DPS sets tend to perform better when doing things like soloing AVs, but when you're just smacking minions and LTs around, who cares if you're not running the most efficient attack chain?

    I like fiddling around with the numbers myself on occasion (though I don't take it to the spreadsheet extremes that some do), but at the end of the day the only thing that's REALLY important is the answer to this question: Is this set fun to play?

    And if you're one of those people that only has fun playing whatever the highest performing set is this week, I don't know what to tell you.

    (This post wasn't directed at anyone in particular, just felt like sharing my thoughts on the matter)
    I think most people agree with you Claws.

    Out side of extremely hard targets, the only toon of mine that used a steady attack string was my Dual Blades Scrappers, and that was more an effect of the combo system than anything else.

    I think the DPS is getting brought up, because other sets match or exceed MA (matching = give or take a few notches in DPS), while surpassing MA in the AOE and secondary effects.

    Let's assume MA has a varied list of effects. The problem is, they're not considered reliable and/or useful.

    For the stun effect, one has to use Thunderkick, which is neither a good at it or reliable, cobra strike, which needs to stack with something else to be of any use, and Eagle's Claw, which is some of the worst DPA.

    The closest thing to CAK is Impale. CAK has the better DPA (60 vs 52) but Imaple has Mag 3 vs CAK's mag 2 Immobilze, and Impale give -RCH.

    And the knock around effects...on CK it's KB (which I personally don't want to see changed or removed...it matches with the animation) which to some is an annoyance, not reliable, and Dragon Tail's KD isn't reliable.

    Truthfully, for my playstyle when it comes to scrappers...mez effects I can take or leave. They're not that big of a deal. Knock-effects, I love. -Def is only good for slotting the -Resist proc.

    DM's Heal = GREAT!
    BS's/Kat's +DEF = GREAT (if not softcapped)!

    And even with those two things, they come in second to FUN COOL ANIMATIONS! At least, Martial Arts has them beat there

    However, Dual Blades, has just as cool animations (imo), beats Martial Arts in DPS (not by much, they're basically in the same area...this is according to the DPS calculations per Bill, and I don't think it used the -Resist effect), AOE, better knockaround...though Martial Arts does have the better burst (so MA tends to beat DB in PvP).

    I think that's what people are getting at in this thread. Not that MA is the worst set. Not even that it's perticularly gimped as far as damage goes.

    It's that it just doesn't have anything that really sets it apart, when all sets pretty much bring the damage and it's effects aren't as useful or available as often to be useful as others.

    The problem arises, when everyone has different ideas on what to do to set it apart, give it it's niche over others. Some want more secondary effects, some would prefere more damage, some want added AOE...ect...ect...
  6. Quote:
    Originally Posted by Minotaur View Post
    Once you've got the IOs you want to slot, I'd suggest taking it up to 33 and locking it there, as having headsplitter with 4 slots, will improve your speed (on moonfire as much as anywhere else), and 33 IOs are just as good for selling as 31s.
    I'd say better.
  7. Quote:
    Originally Posted by Negate View Post
    I agree, I was just making sure that people don't forget about /Elec as well.

    I've seen a fully Io'd out Spines/FA go to work during a demon farm and it was amazing...wait, no more like godly. That actually sold me. I ended up rolling a Spines toon...and also a Earth/Thorn dom (I love her!).

    I am still working on the spines though (they are tough to deal with solo).
    Of course. My thought was more along the lines, as the ride becomes smoother sailing just a little before 38. So, for those thinking on which, they'll know it happens a little earlier than 38.

    IMO anyways. 35 for the End woes, 37 for the survivability woes (can still be scetchy, but fully slotted ENDMOD/RCH goes a long ways in ELA's survival).

    For some, that can make a difference in giving a set a shot.
  8. Quote:
    Originally Posted by PhroX View Post
    The problem with DB on tanks is that there's no powers you can really skip. On a scrapper, you don't need NS or Confront. On a tank, you're forced to take the former, and the latter is replaced by taunt which is rather obviously a pretty useful power.

    So I'll throw in another vote for the DB/SR scrapper. Thematicly matching and great fun
    I actually prefere my DB/WP over DB/SR.

    The redraw wasn't to bad with DB/SR, but with Practiced Brawler, it's still there and pretty often, once you get enough RCH into the build.

    WP, only has it with SoW, so it's not so bad.

    INV (I'd skip Unstoppable) isn't to bad as Dull Pain wouldn't be fired that often (and less often if you don't keep it on auto anduse it when you need it).

    Regen...weeell...that's alot of clickies.

    Electric Armor, I'd still say alot of clicking between the heal and power sink (and I consider power sink one of it's survival tools...you want enemies drained as fast as possible).

    Fire Armor has a heal you want to fire off often andsome might want consume for the additional END REC. Not to mention Fiery Embrace and Burn (if you even take it).

    Dark Armor has it's heal you'll likely want to fire off pretty often as well.

    This is just going by the Scrapper available secondaries.

    WP and INV are the best bets to go with imo if redraw is a problem for you. SR would probably come in 3rd. If redraw isn't a bother...pick one and go!
  9. Quote:
    Originally Posted by Negate View Post
    And ELA...he would have a heck of a ride to 38 but once there it's beez neez.
    Well, level 35, tends to take care of the END problems. Level 37 to fully slot it, to not only really solve the END problems, but really help with damage mitigation.

    That said, I'd still suggest Spines/FA for a Spine Farmer.
  10. Quote:
    Originally Posted by Umbral View Post
    So how does hitting a nerve point that makes the target move slower somehow prevent it from healing? You can't simply say "nerve point!" and be done with it, especially since the best power for that particular excuse to be used on is actually Cobra Strike (which would likely make it a power that people would actually take rather than completely ignore, depending on the grade of -regen applied)



    Except that MA isn't the ST DPS set. It's simply one of them (Fire, DM, and MA are probably considered the nominal ST sets, though Fire is more of an all around damage set; MA and DM both share the position of heavy ST and utility focus with DM having more utility but less AoE and MA having less utility but more AoE). Giving it -regen without allowing other sets to have it allows it to pull ahead of virtually every other set out there while still being able to maintain the same AoE performance that the set already has (which, while low, isn't the lowest out there; DM is bad even by MA's standards). Something else to consider is also that -regen is a very quick and dirty way of getting through GMs. The only reason that you don't see Scrappers and Tankers killing GMs like trollers and defenders (and MMs, and blasters, and corrs) is because of a lack of -regen. Against a GM, that -regen is going to do a helluva lot more (thanks to higher base regen to debuff) and could quite easily push an MA/* into the GM soloing realm (which I'm pretty sure the devs didn't want happening with any AT).

    Most of this comes from the fact that I don't think the devs should provide 1 set with a massive benefit against hard targets without providing it in some way to all others unless that set specifically needs that benefit to compete. The AH proc seems really great and it seems a bit unfair that only a few sets can slot it and only 2 of them can get much use out of it until you look and see that those sets can't really get up to "average" top end performance without it. -Regen in MA is pretty much the same only it's even more specific. I doubt the devs want to specifically turn MA into the AV/GM stomping primary (which it would be if it got any decent degree of -regen), especially when they're not even sure what kind of primary it's supposed to be.

    If Scrappers were to get -regen, I'd prefer the -regen to be granted via a worthwhile ancillary power (i.e. screw the "3 times worse" rule that makes everything 6 times worse for a Scrapper because we have to deal with "3 times worse" and crappy AT mods) or an IO. If you really want a mechanism that augments performance against hard targets but not against other targets, it's probably smarter to consider -res: it's actually a useful secondary effect for things other than AVs/GMs though the only things it really is useful on is hard targets (because they have to survive long enough to see much use out of it).
    Mmmm...truthfully, in my own play experience, with Shadow Maul, Soul Drain and Dark Consumption, I felt (this by no mean, means accurate, maybe Dragon Tail was up more often than I thought, compared to those 3 abilities in Dark Melee combined) that Dark Melee had more AOE. All perspective and playstyle based I would take it (look at the Super Strength thread, where others are comparing Foot Stomp to Claws 3 AOEs).

    Here's why I'm okay with them giving one set -regen, and not the others. Mental Manipulation: Drain Psyche AND Psionic Assault: Drain Psyche.

    There is only one set to take, to get -regen, in those ATs. You don't see any other set get the -Regen, when those sets do. So, what's the difference with MA having that effect and none of the other sets having it?

    As for the reasoning...same thing applies...one could just as easily say the same nerve you hit to slow the targets movement, slows the target's regen.

    However, you're right, maybe putting it in Cobra Strike would be better. I really hadn't thought about putting it in Cobra Strike. Same effect, increases the DPS on hard targets.
  11. Quote:
    Originally Posted by Myster_Hero View Post
    I have a lvl 43 MA/SR scrapper and I really need a good powerhouse PVE build for him if anyone could please help me out it would be appreciated 8)
    Anything goes? Or you thinking no to such things as Aid Self?
  12. Quote:
    Originally Posted by Umbral View Post
    I doubt we'll ever get some kind of native -regen on a Scrapper simply because I doubt they'll ever give the AV killing AT (and, yes, I would label Scrappers as the "AV killing AT" because it's almost impossible to take a powerset pairing that can't be made to solo AVs well, with the exception of Spines/*). 150% -regen would turn into 22.5% -regen for a level 50 Scrapper on a level 50 AV, which equates to roughly 21.2 additional DPS for as long as the power lasts (assuming a Storm>CAK>Storm>Crane attack string, that's 117.5 extra "damage" for every iteration of the attack string).

    The problem with adding any kind of -regen to a set is that it is completely useless against all but an exceptionally small number of entities in game (AVs, GMs, and some players in PvP). Adding -regen is pretty much specifically stating that you want the set to be better against those targets than anything without it and that the power should be better than any other option you could possibly have on the table.

    Personally, I wouldn't add any -regen to CAK, but that's mostly because I'm not entirely sure I see how a kick to the shin is going to make something heal slower. Lingering Radiation and Benumb provide -regen because they are literally stopping the ability to heal. Drain Psyche provides -regen because you're pulling it out of your target. Crippling Axe Kick is, quite literally, kicking a guy in the shin.

    If Scrappers were to get any -regen, I would go about doing so by adding it in an APP, but that wouldn't fit with Castle's method of simply providing useless ancillary powers to Scrappers, so I doubt that will ever happen. Barring that, I'd go for a proc that provided -regen, but, once again, that would require providing something more useful for Scrappers than Defenders or Controllers, so I doubt that will happen either.
    Well, to answer some of this. Yes, adding -Regen to anything, is really saying "this perticular ability is only for the hard targets" (ie...EB Rank or Higher).

    However, getting high DPS, is really about the hard targets. No one needs high single target DPS for the every day spawns.

    Now, Martial Arts is already a Single Target driven set. So, I'm not sure it's to much of a stretch to say that's what they want this set to be (you want the set to be better against those targets than anything without it and that the power should be better than any other option you could possibly have on the table.).

    As for the reasoning behind the -Regen (which had an alter punch animation)...the martial artist is hitting a nerve point, stopping the flow of chi, causing a disruption in the tagrets regen.

    Also, adding the -regen effect, only effects the HARD targets that make up very little of the game, but gives MA the distinction of being the ST DPS set, without really breaking the game.

    Seeing as how I've found it pretty easy to come by Envenomed Daggers (which is still one of the reasons I don't see 250% -regen being a game breaker), putting in the -regen into an effect for a set didn't seem to far off the "OMG OPed" book (which you didn't say this time, after one of my suggestions >_>)

    Add in more, that it doesn't help you do more damage to the game's regular content of Minions, LTs, and Bosses, to eat through the levels faster (and for those who stick to EBs, beat on them a bit faster).
  13. Quote:
    Originally Posted by GavinRuneblade View Post
    That only works if you pick the exact recipe. If you roll merits you can select the tier, but the recipe will be either your level or the max for the recipe whichever is lower.
    This.

    If I want level 33 IO recipes when I make a random roll for a recipe, I need to be level 33.

    This is the same with Merits or AE Tickets.

    I also think this needs to change :/ I'd be more willing to random roll, if I could set the level I want the recipe at, rather than stopping the xp gain.
  14. Quote:
    Originally Posted by that 1 guy View Post
    I am planning to make a PvP build to help my SG get the big energy source. The problem is, I can't decide which build to use. Anything would be good, I only want it to be a scrapper. So if you have a good build, post it if you want. Thank you very much.
    Martial Arts/Fire Armor!

    Regen is over done as is Fire Melee! Be different! Dooo it!

    That said, if it's just for the energy source, you can just use any toon, grab a SG member to stand there in the arena, and beat on them
  15. Hasten at 141 Seconds (not perma, but 21 seconds of downtime isn't that bad).
    2270 Hit Points (not cap, but only 43 points off of it)
    67.5 Hit Points/Second Regeneration
    32.6% S/L Defense
    32.8% E/N Defense
    29.1% F/C Defense
    Splurge for the PvP IO, sacrifice some Regen, and you can hit 35%!
    When Hasten is up, Smite - Siphon Life - Smite - Midnight Grasp - Repeat is doable! (Unless I screwed up the math, but I dont think I did).

    There you go!

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  16. Quote:
    Originally Posted by Gorgar View Post
    I'm happy with DB/Willpower. I did skip Power Slice, don't really use Nimble Slash, and am built entirely around recharge, accuracy, and an attack chain of Blinding Feint -> Sweeping Strike -> 1000 Cuts or BF -> Attack Vitals combo. Willpower's extra recovery power lets me keep doing this pretty much as long as there are mobs willing to step up to the chopping block, and the extra regen seems to keep me alive pretty well.

    I've got a DB/DA scrapper as well, but so far I'm not convinced that pairing is worth it, as much as I like Dark Armor. DB needs to shred, and DA seems like more of a control/stall set.
    1k cuts is the opening move for Sweeping Strike. And with a 15s recharge, that's alot of standing around. Or you have A LOT of +RCH.

    I suggest PS over NS, as PS is the better DPA (but not by much), but also hits harder.

    It's not that hard to get BF -> Attack Vitals Combo -> PS -> Repeat for single targets.

    Better once you get BF -> Attack Vitals Combo -> Repeat which with a little investment, isn't that hard to get to.

    The next step up, requires A LOT of Recharge, and doesn't use combos.

    BF -> Attack Vitals Combo -> Sweep Combo -> Repeat I also didn't find to bad for normal mission running.

    BF -> Attack Vitals Combo -> Typhoon's Edge -> Repeat, is what I like to use when facing 2+ targets in normal PvE, replacing TE with PS if one enemy remains.

    Not sure if TE is better than PS versus 2 targets, but eh, I hit them both. TE I'm pretty positive is the better attack when 3+ enemies remain however.

    I also find Sweep Strike pretty easy to get 3+ enemies in the cone.
  17. Spines/Fire. All you need, and can be made great! Go with it!
  18. Quote:
    Originally Posted by Goshnova View Post
    That seems like a lot of -Regen for a Scrapper of all ATs to have. -250% I think is something like what the Envenomed Dagger temp does. But I think -500% is in the realm of what Lingering Radiation does. The only melee AT I can think of that does any -Regen are Widows, and that's something like -25%. Not really sure if -Regen is a good way to go about changing things.

    I'd be fine with just lessening the hang time from EC. It always bugged me. Reducing the animation time sounds like an easier way to allow EC to have DPS in the realm of other set's Tier 9s. Not sure about the rest of the set.
    I was sure Umbral could figure out a better number for the idea, than I could...probably a good idea to go with -150% That's what those who slot up Drain Psyche can do...so I'll edit the post for that...

    I was just thinking of having it be high enough to be effective on the hard targets, and not resisted so much it's not worth it.
  19. Okay...here's a new set of ideas.

    If I'm not mistaken, people want MA to become a better single target set, as that's what it pretty much is. On the same note, in my opinion, single target DPS is only really important on EB Rank+ enemies.

    Thunder Kick - Leave as is (early chain filler, that can be respeced out of).

    Storm Kick - Leave as is (best DPA attack doesn't need anything to change that).

    Cobra Strike - Leave as is (Though, I still think turning this into a Crane Kick Clone, but with a chance to stun over a chance to knockback is the way to go. They have the same animation time so should beable to equal out. Just my thought on how to get more people to take it. However, that isn't my thoughts on how to increase the sets DPS).

    Focus Chi - Leave as is.

    Crane Kick - Leave as is.

    Warriors Challenge - Leave as is.

    Crippling Axe Kick - Don't change anything! Add a 150% -Regen, 10-20 second duration, doesn't stack from the same caster.

    Dragon's Tail - Leave as is OR possibly increase Radius to 10ft.

    Eagle's Claw - Shave off some of that hangtime, as suggested per Umbral (and maybe others) to increase it's DPA.

    There...the DPS of the set was just increased, without changing the damage values of the set. It makes Eagle's Claw (if I remember Umbral's number calculation right) just a bit better than Cran Kick in DPA.

    So...likely one's best DPS chain would be:

    Crippling Axe Kick - Storm Kick - Eagle's Claw - Storm Kick - Repeat.

    Still middle of the road in actual DPS, but made up for on the hard targets with the -Regen.

    How's that?
  20. Well, if I remember Bill Z Bubba's thread in the Scrapper Forums, Scrappers had the better DPS with Dual Blades.

    Personally I skip the 1st two combos, they suck no matter how you look at it.

    I love Dual Blades! On Scrappers (and probably Brutes if I cared for Brutes).

    Tanks force you into Combo's that most already say you should respec out of. Which may not be so bad, but builds are tight!

    I absolutely HATE HATE HATE Dual Blades on Stalkers. I hate how the combos are done on the Stalker version. Which may not be that bad deal, but Dual Blades is more of a DPS set, and what makes Dual Blades a DPS set is Blinding Feint, which obviously Stalkers don't have.

    Then add in, it lacks Typhoons Edge, which looks so much better than 1k Cuts.

    So in general...I'd say go Scrapper or Brute, take the attacks for Attack Vitals for sure, and MAYBE SWEEP if you want that one two...it's more than enough attacks, and those two combos are more worth while in every way than the first two combos.
  21. Quote:
    Originally Posted by Umbral View Post
    Completely broken. You want to make every attack in the entire set as powerful as the most powerful attacks in the set are right now? This is also completely ignoring the fact that the set would have terrible performance without massive amounts of recharge because you're making every single attack have a minimum base recharge of 6 seconds. Thunder Kick may be a bad attack at the top tier of play, but it's the attack you use when you're leveling because it recharges quickly so that you can actually saturate your attack string.

    By providing every attack in the set with a flat 15% chance to crit, you're also making the entire set even more powerful than you would be by increasing the base damage (which would already threaten to break the set further). You would be providing turning the new "weakest" attacks in the set (Crane Kick, CAK, and Cobra Strike) with a DPA of 76.3. The weakest attacks would be given the DPAs of the best attacks in a number of other sets. Even worse, you're making the secondary effects of every attack in the entire set stronger than the comparative secondary effects in every other set: CAK is providing more immobilization than MG, Dragon's Tail would provide the secondary effects of both Whirling Hands and it's own secondary effect simultaneously, the chances on Cobra Strike and Crane Kick are better than the secondary effects of their comparative powers, and, to top it all off, you're giving every attack in the set the additional secondary effect of "more critting" (yes, a higher crit chance is the "given" secondary effect of Storm Kick).

    You would generate a horribly broken powerset by instituting those changes: better secondary effects, more damage, and no real weakness. Those would never get through even the most preliminary forms of balance analysis.

    If you want some simple numbers to demonstrate this, try this theoretical attack string: Storm>Thunder>Cobra>Storm>Thunder>CAK. You would only need SOs in order to run it (Storm and Thunder require 60% +rech while Cobra and CAK require 80%). You would be able to achieve a base DPS (no enhancements, no procs) of 89.5 with a 55% chance to keep a boss perma-stunned, 100% chance to keep him immobilized (stun + immob = held), and knocked on the ground roughly 10% of the time. That's 60% mitigation while doing as much damage as possible. For comparison's sake, MG>Smite>Siphon>Smite achieves only 75 base DPS while requiring 235% +rech and maintaining only 40% mitigation (roughly 20% -tohit) and Inc>GFS>Cremate achieves only 83.1 DPS while maintaining no mitigation.

    An SO attack string with that build would be able of solidly outperforming the top tier attack strings of the two best ST performing in the game across all points of comparison. No, I'm sorry, that's just not gonna happen.
    Like I said...not the numbers person.

    So, it was a bad idea. So change it up...

    Get rid of the 15% chance to crit. Eh, I liked it the idea because it increased a single target oriented sets damage without directly increasing the damage.

    Take my suggestion and lower Thunder's chance to stun back to it's original, with a 10% chance of knockdown on Storm.

    I don't see the problem in making the tier 1 & 2 almost identical because "it hurts the lower level attack chain". Not every player goes the "Build for a respec path" in fact, I would guess most players don't. I know I've seen more starting MA scrappers skip Thunderkick than take it.

    In fact, wasn't building for the whole game, not building around respecs, how it started? Not to mention, not everyone has access to the respecs TO play the build for respec playstyle.

    I have access to Respecs, and I know I don't level my toons with the thought of "Okay...I'll build my toon this way level 1-20, respec into this, then that build to 20-41, then respec into my final build." Hell, I find that to be the stupidest way to do it, because respecs are such valuable things. That's why they're going for over 200million influence.

    People are already skipping Cobra Strike, with everyone suggesting "Up it's damage". So, why not turn it into the Stun equivalent to Crane Kick's knockback (which some people complain about)? As for having a better chance of effecr than comparitive attacks, I have to ask...do you know chance of knockback on Crane Kick as it is on live?

    60% [As you said: the chances on Cobra Strike and Crane Kick are better than the secondary effects of their comparative powers] in Crane Kick is how it is on LIVE. So, when I made the suggestion for Cobra Strike to become the stun equivalent to Crane Kick, I gave it the same 60% chance to trigger. Right now as it is, it's a 100% chance to trigger and no damage.

    So, let's lower the chances for those status effects. Before my idea was being able to try to stack the effect of stun, or have more knock-effects. So, lower the chance of the effects.

    CAK, just leave is as it is on LIVE now then. Let it's Immobilize and -Fly/-Spd effects be it's draw.

    Dragon's Tail. Well, it has a 75% chance for .67 knockdown on LIVE now. My suggestion lowered the chance to 30%, then added a 30% chance of stun. So at best, I would think that would mean a 60% chance to effect a target AT BEST (and I highly doubt it's 60%, my guess is about 45%), while currently on live it has a 75% chance. So, I saw that as taking a hit there. Admittedly I increased it's radius to 10ft. But the damage stayed the same.

    Saying that it would now have the effect of DT as is on live and Whirling Hands, I think is a non issue. Currently it has a 75% chance for knockdown now. WH has a 30% chance for stun now. So we combine the effects? That should be a non-issue. Not to mention everyone agrees WH sucks as it is.

    EC, lose the chance for knockdown.

    ...

    So, lets see...this would I guess put someone at the...

    Storm - Thunder - Cobra - Storm - Thunder - Crane - Repeat

    Storm Kick and Thunder Kick would have to recharge in 2.904 seconds (1.056 animation time for Storm and Thunder, and 1.848 animation time for Cobra and Crane)...at 99.08% recharge enhancement (that's 3 Lvl 50 Generic RCH IOs) in both Storm and Thunder, that still puts it at 3.01 second recharge for them. So, they'd still need to take off .106 seconds for Storm and Thunder to be fluid in this chain...which 1 LotG: +RCH would do!

    Now mind you, I haven't seen many builds that have 99.08% RCH enhancement in an attack...sooo...lets assume they have 60% (without hurting damage) They'd need what...another 46% Global Recharge?

    Now, one could then just take Hasten. But then the chain wouldn't be non stop, because Hasten isn't perma that easily. So, they'd likely grab up the remaining 46% through set bonuses.

    Now, Crane Kick and Cobra (if made to be like I suggested)...would be able to get the needed RCH for that chain, with 64.9% RCH.

    That 7.92 Second Attack String would be 67.78 DPS.

    And while it would require less RCH to obtain, than the two you mentioned, it also requires an additional power, and thusly more slot investment.

    The mitigation was lowered, and well, it's a single target oriented set. Why not let it obtain it's optimal single target DPS chain easier?

    Not to mention, everyone gripes about Smashing being so heavily resisted, and still no way to slot a -resist proc into the set.

    ...

    How's that? Mind you, I'm just throwing out ideas here. So with this revision, lowered the mitigation values, and lowered the DPS.
  22. Here's some thoughts...

    Thunder Kick (Increase DMG to match Storm Kick)
    -End Cost: 7
    -Recharge: 6s
    -Secondary Effect: 20% Chance for Mag 2 Stun

    Storm Kick
    -End Cost: 7
    -Recharge: 6s
    -Secondary Effect: 20% Chance for .67 Mag Knockdown

    Cobra Strike (Increase DMG to match Crane Kick)
    -End Cost: 10.2
    -Recharge: 10s
    -Secondary Effect: 60% Chance for Mag 3 Stun

    Crane Kick
    -End Cost: 10.2
    -Recharge: 10s
    -Secondary Effect: 60% Chance for Mag 3 Knockback

    Crippline Axe Kick (Slight increase in DMG to give it just a bit better DPA than Crane Kick)
    -End Cost: (Increased to new number as per the math formula)
    -Recharge: (Increased to new number as per the math formula)
    -Secondary Effect: Mag 4 Immobilize, -FLY, -SPD

    Dragon's Tail (This assumes it's END+RCH=DMG or whatever the formula is, is correct)
    -End Cost: 13.5
    -Recharge: 14s
    -Radius: 10ft
    -Secondary Effect: 30% chance of .67 Mag Knockdown AND 30% chance of Mag 2 Stun

    Eagle's Claw (Increase DMG reflect new End Cost and Recharge)
    -End Cost: 15.2
    -Recharge: 16s
    -Secondary Effect: 100% chance of Mag 3 Stun AND 100% chance of .67 Mag Knockdown

    ALL ATTACKS: Flat 15% Crit Chance, doesn't matter what the enemies rank, it's a 15% Chance to Crit.

    Notes:

    This allows the user to either...
    1) Vary up the status effects
    2) Concentrate on one set of status effects
    3) Grab them all and use accordingly!

    Crippling Axe Kick make this the oddball, but slightly better DPA heavy hitter. What it will do is ground that pesky target!

    Dragon's Tail, the goal was to keep a 60% chance of a status effect happening, but splitting it off into a possible Stun or a possible Knockdown that will basically mesh with any route taken. The numbers may need to go up. My first thought was just to do a 50% chance for either happening. This can also have the effect of stunning AND knocking down the same target.

    Eagle's Claw, I have no idea if this increases it's DPA enough to make worthwhile use out of. But what it does do, is give a promised mag 3 Stun, promised Knockdown (resistance varing), a bigger burst attack. I took the End Cost/Recharge of Total Focus, subtracted EC's End Cost/Recharge, devided the remaining number by half, and then added it back onto EC's original End Cost/Recharge.

    What I don't know, is seeing as how AWESOME Storm Kick is now, is if having Thunder Kick being just as awesome, would make a OPed monster out of Martial Arts (this I would have to leave to the number crunchers), and is the only part that worried me about this suggestion.

    Turning Cobra Strike into a Stun version of Crane Kick (they have the same animation time), seemed like a good idea for those who don't want the knockback.

    This is why I also suggested putting CAK into a bit better DPA than Crane Kick (and thusly the proposed Cobra Strike). Because as it stands now, CK and CAK share the same DPArcanatime (1.848s). If they make it just slightly better than CK and the new CS, then they'd likely take CAK, and pick one or the other between CK and CS (mind you, this is me thinking of going along the lines of the current best DPS chain of SK - CAK - SK - CK - Repeat).

    And with EC's new numbers, I would hope it may be worth throwing into the chain when it's recharged, but maybe not to big of a difference to worry about all the recharge needed to get it there ALL the time for the high DPS strings.

    the 15% Chance on all attacks, should help VS all the Smashing Resistance Mobs. Where as the Blades get -Def to slot a -Resist Proc, Martial Arts gets an increased chance to crit.

    Thoughts?
  23. Hmmm...I'd probably be more than willing to pay for a booster that allowed me to turn Electric/Energy Melee attacks into Martial Arts (powerset) styled attacks.

    An Eagle's claw animation for Total Focus/Thunderstrike? Yes please!

    And this is me thinking they could reuse alot of the current animations with some added special effects tagged on (pink pom pm feet...electric charged feet).

    And lots of other animations reused with a bit of tweaking.
  24. Quote:
    Originally Posted by Eva Destruction View Post
    Yeah, Recluse is done. You have shown him you can kick his butt, and only choose not to because destorying the world is bad, it's where you keep all your stuff (although I have three villains who would disagree with that.) The continuation of that storyline has sent us to go settle Recluse's little personal grudge with some guy who ticked him off, leading to the most insulting badge in the game. The Destined One storyline was crap to begin with. Kill it.

    As for the Rikti, that's the problem with maintaining a static world. Sorry Angus, I'm a little late to stop a second Rikti invasion. I've done Levantera's arc, it's already happened, and even if I haven't, look up in the sky. That arc needs to be shunted off to Ouroboros.
    Really? I never get that feeling. More like you've shown him you needed to bring friends to kick his butt (for the majority of players out there anyways).