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The only thing I have to add is that it is not difficult to amass a respectable amount of cash without going too far out of your way.
It's entirely possible to have a couple hundred million influence by level 50 just by playing and selling your drops. Don't have to farm, don't have to play the market, just play.
Katana or Broadsword/WP can be built into a beast on a slim budget without too much difficulty. -
You were nicer about that than I expected Umbral.
I would have broken it down power by power, but I was on my break at work and didn't have an hour to type.....
Also, I notice you never slot Swipe in your Claws/Regen builds. I use it in my attack chain all the time, it's slotted with ToD on my build. -
Quote:correct me if I'm wrong... but I'm pretty sure you can only have one of those in an entire build.
For most build up procs in general, however, you'd want decimations. so... a blaster <.<
Pretty sure the Decimation is unique too.
Claws can slot both without taking pool powers.
Gaussian's in Follow Up and Decimation in Focus. -
Okay, here's what I generally do with a WP character.
I'll give you my choices and why I made those choices.
Level 1: An attack power and High Pain Tolerance, not much choice here.
Level 2: Another attack power. I push Mind Over Body back until I can put DOs in it. Helps with early level end consumption.
Level 4: Fast Healing
Level 6: This can be one of several things. It seems you took Build Up here. I usually push that farther back in my build, but it's fine if you want it early. Other options include: Hasten, Fitness pool starter, Fighting pool starter, another attack, or Mind Over Body. The only one I recommend against is Mind Over Body.
Level 8: I'm making these calls based on your combination of Katana/WP. This should be Divine Avalanche.
Level 10: Your first toggle power, and probably your most important one. Indomitable Will.
Based on your OP, this seems to be about where you're at now. Following is what I would do from there.
Level 12: This is where I take Mind Over Body. You can slot DO enhancements at level 12, which will soften the increased end consumption a little bit.
Level 14: Since you mentioned that you're using Ninja Run for now, I would take a Fitness pool power (either starting it or taking Health, depending on your level 6 choice) Boxing or Kick (Fighting pool starter), or a pool power of your choice. This level is pretty much a free pick if you're not taking a travel power.
Level 16: Rise to the Challenge. No brainer here, Rise to the Challenge is the power that Willpower is pretty much built around. You get a regeneration bonus for every enemy within melee range of you, and it has a mild taunt component to keep them there. Since you're stacking Divine Avalanche you should be relatively safe in melee range by this point.
Level 18: Nothing you absolutely NEED to take here, but I recommend Lotus Drops. It's an AoE that will hit everything in melee range of you. If you look at what I said about Rise to the Challenge you can probably see why this power would be a good one to have.
Level 20: Quick Recovery. Your Stamina replacement power. Not mandatory to take it, but it's a really, really good idea to take as soon as it's available.
Level 22: Free power pick. I usually take Fitness pool power, Fighting pool power, or Build Up here, depending on my perceived needs at the time.
Level 24: Free power pick. Same as level 22.
Level 26: Soaring Dragon is unlocked at this level. Finally! You're starting to do some decent damage! Highly recommend taking this power here.
Level 28: Heightened Senses. I'm sure you'll probably notice that fire and electricity are starting to become more common (and painful). This power gives you defense to typed damage, which will help with that stuff.
At level 28 you are pretty much done with Willpower. The remaining 2 powers in the set are not necessary for a functional character, and are optional. I would skip the rez entirely and Strength of Will can be taken later if you decide you want it.
Level 30: Free power pick. Can be anything you want. I usually continue with one of the pools I started earlier, depending on my needs. IF I'm having endurance issues I take Stamina here. If I'm having survivability issues I take Tough (or Weave if I already have it)
Level 32: Your big hitting final attack from your primary. Should definitely be taken as soon as it opens up.
From here on you can take whatever you like. In the 30's I usually finish up the various power pools I was working on, with the goal of having I wanted to take by level 38 or 41.
Epic power pools open up at level 41. Up to you which one you want, or if you even want one. I like Body Mastery, Blaze, or maybe Weapons (if you want a "ninja" concept)
Of course, you can adjust any and all advice in this post to suit your own needs or wants. This is by no means a set of rules, just sharing how I build a Willpower character for ease of leveling. Not everyone will agree with everything I said here, but most should agree that these power choices while leveling will give you at least a solid character if not a stellar one.
Hope this helps you on your journey.
Claws -
Quote:Since you are only getting the trial now, might I make a quick suggestion?
If you like the game, get the US version if you can. I hear a lot of complaints from EU players about their servers being lower population, and you might be better off getting a US account than an EU account for that.
I second this. If you are interested in a large, healthy population on the server you choose, you would probably be better off getting a NA account.
It will save frustration and complaint later if the popuation on the EU servers isn't up to your expectations. Or, alternately, you could get a trial of both (which I think you can do) and see which you like better.
The biggest advantage the NA side has is that it has more servers total. EU has, 4 I think? NA has 11. All servers have a maximum of 36 possible character slots, so if you create a lot of characters you will have more room on NA. -
Quote:You need Indomitable Will at level 10. This is not a debate. A Willpower character needs that power AT LEVEL 10!I'm new to the game, but I've heard that pretty much every character needs stamina. Is this true? I have a katana/willpower character, and so far, I've only had one mission where I was hurting for energy, and that was because I was gang-jumped by mobs.
I'm currently just hitting level 10 with Sting of the Wasp, Flashing Steel, Build Up, Divine Avalanche, High Pain Tolerance, and Fast Healing. I plan on just using Ninja Run for a while, so should I go with a Willpower power or a Fitness power? Or something else?
That is your mez protection, it will prevent stuns, holds, immobilizes, knockback, sleeps, and basicaly all the nasty stuff that bad guys do to you. It is THAT important. Other ATs have ways to lock down enemies before they can do that stuff to you, as a scrapper you have zero methods of preventing it, so you need to be able to shrug it off.
As far as Stamina goes, I'll echo others in the thread. For a Willpower character you should take Quick Recovery when you get to 20, as it is a better power than Stamina (and only available to 2 powersets, Willpower and Regeneration). That said, I still take Stamina on Willpower characters, but the existence of Quick Recovery makes it much less vital and I can take it when I can fit it in, rather than trying to cram it in by level 20. I usually aim to pick up Stamina at level 30 or 35. Stamina is nice if you plan on picking up more toggles aside from what is in your secondary. (Tough and Weave from the Fighting pool are pretty much universally accepted as good things for Willpower to take, but are not mandatory)
Also, Health is a very nice power for a Willpower character. Your only method of healing yourself is rapid regeneration, so getting more regeneration can't possibly be a bad thing. -
Quote:Well, there are xp farms in AE, and there are well crafted missions in AE. I have NEVER seen one that was both. If I'm running in AE for the mission quality, I really don't care about the xp I gain for it, since it's purely for my entertainment.I hope so... the xp nerf in AE makes running the content not so much fun when you're trying to focus on leveling but some of the missions people are creating are awesome... I ran one the other day with clockwork looking mobs but they were named Tech Support and the banter in it was just hilarious. So if I can get double the nerfed xp (even if it's still less than the normal) I'd be fine with that.
On double xp weekend TFs are your best bet -
No no no, pick up Stealth if you want stealth, since the defense is not really worth the end cost. Combat Jumping and Hover are equal to the suppressed defense of it, while it has a much higher endurance cost than either of them. Stealth will also make you move slower while it is active.
If you want a little bit of defense and (apparently) have a free power pick, take Maneuvers. It will never suppress, gives you about the same defense as unsuppressed Stealth, and as a bonus grants that defense to your teammates as well.
(Disregard if you already have Maneuvers) -
Quote:I enjoy both kinds of TF runs depending on my mood and how much time I have in which to play.There is a strong predilection of TF teams to speed through them, having seen all the surprises, knowing all the tricks, and knowing the story (if they read it) by heart.
Second, and I'll call this the "blunderfun" approach, you lead the task force, making it clear you don't want shortcuts, speed runs, and know NOTHING about it. You want to stumble over your fun, and learn the tricks and the traps the hard way. Make this clear from the start as you recruit. Some folks will be willing to play along, others will not. Alternatively, find a leader who is willing to run one that way.
If my time is short I prefer a TF that I have run repeatedly and is usually run quickly.
If I have all day to play I like to take my time on a TF and actually prefer doing it with people who haven't done it before.
It also depends on what character I'm playing at the time as well. For example: I despise running Positron on a controller, so I really prefer to speed through that one as much as I can if I'm playing one. If I'm playing a scrapper of any kind, bring on the cannon fodder! -
Quote:Thank you guys
just one quick question. To level when I cant find a group should I do AE missions or regular missions (radio and quest)?
When I can't find (or don't want to find) a team I run a mixture of story arcs and AE missions. Story arcs grant reward merits, AE missions grant tickets, which are both good ways to acquire things that are otherwise incredibly expensive to obtain. While doing so I also keep one eye on my global channels for a TF forming that I want to run.
Edit: Nice to see a fellow Iowan on here, I live in Council Bluffs -
I usually don't worry about set bonuses when exemped. I look at it like this: I didn't have them when I really WAS that level, why should I need them now?
As such, I shoot for max level IOs, because I lack the patience to potentially wait for WEEKS for a level 33 Touch of Death Chance for NE Damage to drop. (as an example) -
Sorry for the double post, but I think the underlying point of my first one got lost in there.
When you are roleplaying as a jerk on a team where no one else is roleplaying, you are, in fact, being a jerk. -
Quote:Pretty much this. Except I would have been less snarky about it.You're playing a character who's a jerk, you roleplayed as a jerk, and now a whole bunch of people think you're a jerk. Why are you surprised by this series of events?
By staying in character you have given a group of complete strangers the impression that you personally are a bad teammate and a jerk to boot.
Even though it says "RPG" in the genre of game that it is, most people do not actively roleplay their characters. Since the game is all about defeating things for xp to gain levels, and influence/infamy to buy stuff what you did was a disservice to the rest of the team.
By completing the mission by yourself while the rest of the team was (presumably) fighting things, you were essentially saying "only my play experience matters, and I don't care if I harm YOUR play experience"
True, they could continue to defeat things after the mission is completed. But if someone dies and needs to go to the hospital they could not re-enter the mission to rejoin the team.
Flip the perspective around here and you may see what people are saying. If you were fighting opponents and someone on your team either just stood there and did nothing or ran off on their own, wouldn't you be a little annoyed by that? You said you told the leader how you were playing the character, but did you tell the rest of the team that? Or did you just assume the leader was the only one whose opinion mattered and not mention anything else? Since you mentioned that the leader was understanding of how you played your character, and the rude tells came from other players I can only assume that you did NOT inform the other members of the team about your playstyle.
Helpful hint: If the characters on your team have no backstory, or one that only consists of a couple sentences, they probably don't give the south end of a northbound rat about your roleplaying and just want to gain xp. Roleplaying as a bad teammate makes YOU a bad teammate. If the people you are teamed with have no interest in roleplaying, drop the roleplaying and be a good teammate.
I have characters that I enjoy roleplaying, but when the rest of the team isn't interested in roleplaying I just play my character and do my job on the team. A stalker's job on a team = killing bosses, because they are the best equipped AT for such a role. -
Quote:That's part of what I was talking about.Took quickness as soon as it became available.
When you say, "it should become perma", You're talk about CTRL clicking the icon for Practiced Brawler so that it fires off every time it is ready? If not, can you please explain?
Making something perma is when you have a click power with a duration (Practiced Brawler, Dull Pain, Accelerate Metabolism, Phantom Army, Hasten, etc.) and you get enough recharge in it so that it recharges before it wears off. The word perma is a shortened "Permanent".
Practiced Brawler lasts 120 seconds. If you get it's recharge below 120 seconds you can activate it before the previous one wears off. That way, you have no gap in your mez protection. Practiced Brawler is the the only one of the powers I mentioned above that you do not have to go crazy with set bonuses to make perma. After Quickness, 1 Recharge SO should make it perma. I usually give it 2 recharges, just to give myself a cushion.
The cushion is in case I can't use the power for some reason, whether because I'm busy attacking or don't have enough endurance or what have you. Even if you have it on autofire (CTRL+click) you can override it. Any commands input by you will take precedence over an autofire power, so if you constantly have your next attack queued up it will not go off. That's why I give myself a cushion by putting more recharge in it than I really need, because if I'm in a long fight it may not go off right away and leave a gap in my protection.
Also, if you took Quickness as soon as it was available, do you have Stamina yet? It's pretty important for an SR scrapper, as they are kind of endurance intensive (especially after Quickness when your attacks are recharging faster) -
Not your dumbest idea Power.
Still not a good idea....but it isn't the dumbest one you've posted. -
Quote:Yes, it has several.A good point, although if you've already six-slotted them it can be hard to find the room to fit things in until you get around to mastering frankenslotting.
Oh, yes, and while it should go without saying, the Kinetic Impact set (with the anti-knockdown set bonus) was a lifesaver for me. Since I don't play a warshade nearly so much, I don't recall right off the top of my head if WS's have a power that can take it... -
Quote:Well, that depends. How long were you subscribed for before you left? Veteran rewards are retroactive for old accounts that get reactivated. If you played for 4 years with no breaks before you left you should have 4 years worth of badges already. Really depends on how much time you built up when you played before.sigh, which means never... I wish I could pay 10 bucks to get it instead...
thanks
Also, veteran rewards will never be for sale, since it defeats the purpose of them being "veteran" rewards. They're a thank you for keeping an active subscription for a length of time, not a reason to stay subscribed.
People have been asking about buying them or pre-paying for them since they were first introduced. -
They do drop, I just think it is weighted against them dropping very often.
Since, after all, the hospital is only 50 yards away. -
Quote:It's awesome in AV and GM fights though, since there is only one target for it to attack.Sadly Voltaic Sentinal is rarely smart about what it attacks, so to me it is not enough to make up for the lack of a tier 3 blast.
Also, as far as balance goes, only damage dealt is accounted for, specfically what is being damaged doesn't seem to factor into it. -
Sonic/EM gets my vote.
If you're running with no bosses spawning you can take out entire spawns without ever even being touched. Siren's Song is a Mag 3 sleep, so it affects LTs too. Sleep the spawn, then wake them up one at a time with either Screech or Total Focus (This combo actually has a use for Stun, unlike many others, the power I mean). Then proceed to yell and hit things until there aren't any more left. Then rinse and repeat on successive spawns.
Hmm, my desciption of "yelling and hitting things" just gave me a character name idea.
No.....I'm not sharing it.....at least not until I make it and no one can steal it -
Ah, okay. So in my case it really doesn't matter at all where I put it, since I enhance all my regen powers equally. I go slightly ot of my way to do that, because I just like lots of passive regen on my regen scrappers. It lets me save my heals for when I REALLY need them. As such, I tend to put Numina's Heal and Heal/Something in my passives (usually with a generic Heal IO) The Heal/Something varies depending on whatever's cheapest at the time.
Okay, confusion cleared up. Glad to know that I was right before and an important part of regen slotting wasn't under my radar after all. -
Quote:The +recovery of the Numina and Miracle uniques are enhanced by the endurance enhancement in the power they're in. So it makes sense to put the Miracle unique in Physical Perfection for the extra recovery that provides.
Similarly, the +regeneration of the Numina and Regenerative Tissue uniques is enhanced by the health enhancement in the power it's in. So it makes sense to put the Numina unique in Integration, since it has more health enhancement than Fast Healing.
Huge facepalm on my part here.
I always assumed it would be better to have them in an auto power. I was aware of the fact that it is enhanced by enhancements, but I didn't realize the base regeneration increase played a part in that as well. Thought it was just the enhancement value of the other enancements you have in the power (so a max of 95% no matter where you put it) that affected it.
That leads me to the conclusion that if Instant Healing were still a toggle then THAT would be the best place to put it.
It seems to me that the Regenerative Tissue would work best in Integration and the Numina's and Miracle would work best in Physical Perfection, since that is the only power available to a regen that accepts both healing and end mod enhancements. This assumes that I'm looking for maximum recovery bonus of course. If I were chasing more regen Numina's and Regen Tissue would go in Integration.
My conclusions here, being based on information I did not have until now, seem sound. Is that the case or do I need to rethink it?
Now I need a respec recipe........ -
Well, I commonly take MoG at 49. And it gets 3 recharges. (and maybe a LotG recharge if I have one)
Reason: I do that on characters I never intend to ever play below level 50. And it's always a level 50 respec after I've gotten there. I take it at 38 (41 at the absolute latest) while leveling. On a level 50 respec I just make sure to slot up everything I want slotted before level 49 so I can devote my level 50 slots to MoG.
So, there ARE acceptable reasons to take it that late....but by the OP's reaction I'm guessing his reason wasn't one of them -
Answers:
1) I have a softcapped Broadsword/Dark Armor. It worked out pretty well, he does the RWZ Challenge with little or no danger to himself. But as noted by other posters, defense debuffs are a nighmare for him
2) It really depens on your primary. Katana or Broadsword would be better off focusing on ranged and AoE defense to supplement the melee defense from Parry/DA. Just about any other primary wouldbe better off with typed defense, as there is no real way for them to get significant defense to all 3 positions (1 or 2 is pretty easy, all 3 is decidedly less easy). As far as typed defense goes, focus on Smash/Lethal and Fire/Cold. As an Electric Armor you should have capped energy resistance by accident just in the course of building it, so defense to that type is less important. -
If you look on the right side of the enhancement window you will see a column of enhancement insignias. For Tenebrous Tentacles you should see 4: Damage, Immobilize, To-Hit Debuff, and Accurate To-Hit Debuff.