ClawsandEffect

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  1. Here's a build I threw together for you. Added some defense to your already significant resistance. With Power Sink having a relatively fast recharge, and Energize being available, you shouldn't have any end problems.

    I put it together in about 5 minutes, so there might be some flaws I overlooked, but it seems pretty solid.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Broad Sword
    Secondary Power Set: Electric Armor
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting

    Hero Profile:
    Level 1: Hack -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(29), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
    Level 1: Charged Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(5), Aegis-ResDam/EndRdx/Rchg(7), Aegis-EndRdx/Rchg(34), Aegis-ResDam/Rchg(43)
    Level 2: Slice -- Erad-Dmg(A), Erad-Acc/Rchg(3), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(39), Sciroc-Acc/Dmg(46), Sciroc-Acc/Rchg(46)
    Level 4: Conductive Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(5), Aegis-ResDam/Rchg(7), Aegis-EndRdx/Rchg(17), Aegis-ResDam/EndRdx/Rchg(43)
    Level 6: Swift -- Flight-I(A)
    Level 8: Parry -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(40)
    Level 10: Static Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(11), Aegis-ResDam/Rchg(11), Aegis-EndRdx/Rchg(17), Aegis-Psi/Status(43)
    Level 12: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(13)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
    Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx/Rchg(19), Numna-Heal(19)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21), P'Shift-EndMod/Acc(42)
    Level 22: Energize -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal(23), Dct'dW-Heal/Rchg(23), Dct'dW-Rchg(42), Dct'dW-Heal/EndRdx/Rchg(48)
    Level 24: Whirling Sword -- Erad-Dmg(A), Erad-Dmg/Rchg(25), Erad-Acc/Rchg(25), Erad-Acc/Dmg/Rchg(50), Sciroc-Acc/Dmg(50), Sciroc-Acc/Rchg(50)
    Level 26: Disembowel -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
    Level 28: Lightning Reflexes -- Flight-I(A)
    Level 30: Build Up -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Head Splitter -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-%Dam(34)
    Level 35: Power Sink -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod/Rchg(36)
    Level 38: Boxing -- Empty(A)
    Level 41: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(42)
    Level 44: Lightning Field -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(45), Sciroc-Dmg/Rchg(45), Sciroc-Acc/Rchg(45), Sciroc-Acc/Dmg/EndRdx(46)
    Level 47: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(48), LkGmblr-Rchg+(48)
    Level 49: Power Surge -- TtmC'tng-ResDam/Rchg(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  2. In regards to your point 4:

    Have you ever SEEN what a broadsword does to someone when you hit them with it?

    A broadsword is a 12-15 pound chunk of steel, that just happens to be sharpened. If they wanted to be realistic about it, broadsword would be half lethal damage and half smashing damage. A blow from a broadsword was frequently known to break bones, even if it couldn't get through the armor.

    That said, scrappers will probably get War Mace eventually. There's not much left to proliferate, so it will be within the next few rounds, most likely.

    Disclaimer: I have never hit anyone with a broadsword personally, I am a history buff, especially when it comes to medieval combat.
  3. Not the worst build I've seen.....but it definitely needs help.

    If you REALLY want that Force Feedback proc (or if you already have one and are looking for somewhere to put it) take Shockwave and slot 5 Posi's Blast and that in the 6th slot. Also, Focus will accept that proc as well, since it has a guaranteed knockdown in it, which brings me to.....

    No Focus? I repeat....NO FOCUS!?!? Focus is easily the best power in the set. Claws ans Spines are the only scrapper sets with a ranged attack built in, and Claws is much more balanced between single target and AoE. Skipping Focus is a HUGE mistake.

    If you're going to 3 slot Super Speed, you'd be better off using Blessing of the Zephyrs.

    Instant Healing should be slotted for recharge first, healing second. I like Doctored Wounds in all 3 click heal powers. 5 slots will net you another 5% recharge, I usually skip the Heal/End and use the other 5.

    Slash is woefully underslotted. I like 5 Crushing Impact and an Achille's Hell -res proc.

    The 3 procs you have in Dull Pain should be put in either Fast Healing, Health, or possibly Physical Perfection. They are only active when you use the power, so you get 2 minutes of bonus when you use Dull Pain, which is only up every 6 minutes without significant recharge enhancement. In auto powers the bonus is active all the time.

    Laser Beam Eyes? If you wanted a ranged attack, why didn't you just take Focus?
  4. ClawsandEffect

    Ancillary Pool

    Quote:
    Originally Posted by Whisky_Jack View Post
    I four slot Char with Basilisks Gaze, 6 slot Fire Blast with either a full set of Thunderstrikes or a mix of Thunderstrikes and Devastations and then 5 slot Fireball with Posi's. A good mix of set bonuses there, although I do suppose saving up for a purple set might work better.

    On my fire melee scrapper I love fire blast because I hate chasing runners. I'll cycle through fire sword circle and fireball as fast as I can and then shoot down the runners. I took the weapon mastery set on my ninja themed scrapper, but ended up hating caltrops with a passion and was left unimpressed with all the stars. So I respecced and took the body mastery, that pool is pretty uber.
    I agree with Jack here. Char, Fire Blast, and Fireball are about all you want from Blaze.

    Ring of Fire would be useful for immobilizing a single target for a Burn patch, but that's the only use I can think of for it. Jack's slotting advice is almost exactly what I'd go with as well. (I'd lean toward the Thunderstrikes in Fire Blast)
  5. ClawsandEffect

    BS/DA Build

    LOL, you're playing one of my specialties here. In fact, some of that slotting looks familiar

    I'll give you the hard and fast advice barrage here.

    Hack is a MUCH MUCH MUCH better attack than Slash. Slash is fine for the early levels because it recharges faster, but when you get higher you will want to take Hack instead.

    You're over the 5 bonus cap on AoE defense from Eradication. With that and the (absolutely useless) Debt reduction bonus, you would be better off swapping 2 of them for a couple Scirocco's for an extra 10% regen bonus. I like using the 4 Eradications on the top row in Mid's and Acc/Dam and Acc/Rech from Scirocco's.

    Drop Cloak of Fear completely. If you were going to slot it, it would be worth it. With nothing but a single end reduction in it it will be worse than useless. It's accuracy blows (50% compared to the usual 75%), the duration isn't enough out of the box to keep anything feared, and it sucks down endurance like an alcoholic at an open bar. If you were going to spend some slots on it, it might be worth taking, but slotted like that it is a liability rather than an asset. About the only thing I'll give it is it looks pretty cool.

    Otherwise, the build looks pretty good. You said you're not worried about softcapping, so I didn't go into that. And since I'm pretty sure you based this off my build anyway, you already know how if you want to.
  6. Quote:
    Originally Posted by Stefanie View Post
    I am LOVING my bs/da!!!!!!!!!!!!!! I prefer bs over kat for some reason..I didn't used to, cause it's slower, but now... boy am I lovin' it. =D sooo much fun. p.s. I'm 25 right now and quickly climbing. =D
    We have another convert!!!

    Fun innit?

    PS: Wait til you get Head Splitter
  7. Damage seems lower because it lacks a tier 3 blast like other sets. Tier 3 being powers like: Blaze, Shout, Bitter Ice Blast, Cosmic Burst, etc. But if you look at the actual damage numbers, Electric Blast's tier 1 and 2 blasts (Charged Bolts amd Lightning Bolt) do more damage than anything but Fire (and that's taking Fire's DoT into account).

    Instead of a tier 3 blast you get a summonable pet that fires Charged Bolts every 5 seconds for a full minute. That's 12 Charged Bolts that fire off, independant of anything else you may be doing, that don't cost you endurance beyond what it costs to summon Voltaic Sentinal.

    When people say "Electric Blast's damage sucks!", they are almost never taking Voltaic Sentinal into account. I guarantee the devs are taking it into account when they balance the sets with each other.
  8. Quote:
    I often wonder if they will Nerf Fire/Fire Tank players, because the damage they can deliver is almost a crime.
    You clearly haven't been here long enough to remember this but:

    Burn didn't used to make enemies run away. Think about that for a second.

    They would stay in the Burn patch and take all that damage, because Burn had no fear component. And Burn had no target cap, which was the same time that there was no agro cap or collision detection. That's what "dumpster diving" was. A Fire tank herding an entire zone into a dumpster and dropping a Burn patch, killing hundreds at once.

    That tactic is one of the main reasons there is now an agro cap, and a target cap on AoEs. (Fireball was another)
  9. ClawsandEffect

    Claws Regen help

    I like a lot of passive regen on my Regen characters. It's not optimal, but I like it because I can shrug off the weak hits and save my heals for the bigger ones.

    It used to be I'd take a lot of machine gun fire and it would whittle me down to where I needed to hit Recon. Then smething would knock the snot out of me and I'd go to click my heal only to see that it's not recharged yet. Passive regeneration helps me out because it makes sure my heals are up when I REALLY need them to be.

    Defense helps that too, by reducing the amount of incoming damage.

    Recharge is your best friend, and defense is the other guy you two hang out with.
  10. I vote Claws/Regen but I'm a little biased...

    *glances down at signature*
  11. Quote:
    Originally Posted by Heraclea View Post
    I wonder how a tanker that completely lacked an aggro aura, and that had to rely solely on Taunt and Gauntlet, would play.

    Wait .... there's always Willpower....

    They'd get the brute version. Brute SR has a slightly different power order and Evasion has a taunt component. They switched the positions of Evasion and Quickness. They probably should have put scrapper SR in that order as well, but it's too late for that now.
  12. Quote:
    Originally Posted by chaossdragon View Post
    don't know if this is what you want or if its even functional for your situation, but i use the following macro(s) for team buffing...

    /bind (modifier+)numpad# "powexec_name Name of Power$$ team_select #"
    [modifier = lctrl / lshift / lalt]

    first # is 1-6 (i'm rarely in teams larger then that, due to static grouping)
    second # matches the numpad for ease of usage.

    I mainly use this for Recall Friend and Mystic Fortune but it does work for many buffs, just double hit the key and it selects and fires the power. the main advantage is no need to worry about team range with target_next_friend.
    This is how I do it, except I reverse the order. I go: /bind F6 "teamselect 1$$powexecname Speed Boost" Double tapping the key selects the desired teammate and then fires Speed Boost (or whatever it is you bound there).

    This way, you can be sure you're not double buffing someone (which doesn't work from the same caster anyway), and you will not target any pets that happen to be in range.
  13. Quote:
    Originally Posted by Samuel_Tow View Post
    Yeah, that's kind of where I stand. We play an instanced game. Instances will repeat. Even if you play an open world, the open world will repeat. Any game you play for upwards of 1000 hours (and I have that clocked on at least one character) WILL repeat. It's just a question of mixing instances and environments enough for things to not get stale.

    And the game fails at that in a very absurd way. Probably much more than half the game takes place in either office buildings or warehouses, and lacking an alternate building interior tileset to shake things up REALLY hurts. Yeah, we have Council bases and sewers and probably more caves than a Tomb Raider game, but the game just doesn't cycle these enough. More tilesets and new tileset pieces would work wonders. Better outdoor instances would be cool, too. Instead of static single outdoor maps, finding a way put outdoor instances together via some kind of modular design would be a great way to fix the problem that we have 20 or so outdoor maps and 20 thousand or so outdoor missions. And, really, with all the apartment buildings we have, shouldn't we have an apartment building tileset at least?

    Realistically speaking, though, the game will NEVER have enough tilesets and mission maps to not be repetitive. This isn't a single-player title that lasts you 20-40 hours where you can just tab through a selection of environments and not run out until the end. This is the kind of game that you play for five years, investing THOUSANDS of hours into your characters, replay the same content over and over again and just basically keep on going. It's never going to avoid repeating itself, and I honestly feel that people need to be a little more lenient in this regard. Either that, or go through a LOT of games, because there really aren't any other reasonable options.

    There's obviously more to do to help with the "repetitiveness" situation, but let's not kid ourselves - this game is far too big to avoid it in any big way.

    Pretty much this. It's an MMO. It's going to be repetitive no matter WHAT you do.

    If they introduce 25 completely new and different tilesets and map layouts, it will be about 4 months before they start getting old too.

    My issue with the maps isn't the repetitiveness of them, it's the fact that half of them make no friggin' sense. Seriously, have you EVER seen an office building laid out like the ones in this game? Who designed these buildings, M.C. Escher?

    Or warehouses with shipping containers sitting in hallways that it would be physically impossible to move them from. What, did they build the warehouse around them?

    Or the auto shop that has half a mile of hallways, and only 3 cars in the whole building.

    See what I mean? It's not repetitiveness for me. If the maps actually made sense it wouldn't bother me at all that they all look the same. Office buildings don't vary a whole lot even in real life, just different colored walls and cubicles.
  14. Quote:
    Originally Posted by PumBumbler View Post
    There are/were people who kitted out their toons to fight at a specific level in PvP to get around the issue of set bonus exemptions.

    If you drop the idea of the set bonus exemption you will also merely pin the value of the top level IOs of that specific type, and the lower levels will be considered less worthy (ie, junk).

    Did you want top level toons to be the ones who only get maximum rewards or should lower level toons have the opportunity to be competitive as well when getting drops in the market?

    This would also be power inflation and the ramifications for that wouldn't just be felt in PvP. The broad theme of not losing *anything* by exemping would mean that everyone would be encouraged to level as high as possible *before* participating in anything, whether it be Task Forces or PvP. Your idea isn't bad prima facie, but it does gut one of the significant reasons why PvP and Purple IOs are so valuable.

    PvP IOs and Purple IOs break the set bonus rule and everyone understands the innate value of their ability to do so, thus making them desirable. The fact that they are rare also means that it won't break the game. Making every common IO do the same would alter the fundamental nature of leveling and game play.

    Just remember that the rarity of Purples and PvP IOs are a substitute for endgame play as well. People will spend hours in order earn inf and look for those drops in order to maximize their toons. Devaluing that impetus by giving the same benefits to every other recipe would mean those players would have fewer reasons to play. Doesn't sound like a good idea to give players fewer reasons to play.

    This is why it won't work for the developers and for everyone else who is talking against the idea.

    PumBumbler is right here.

    WoW's biggest downfall in my eyes is that it practically requires you to get to the max level before you attempt to do anything. It's not a game mechanic requirement, it's a requirement of other players. If you are not at the level cap, and equipped with the best gear you can get for your class, your chances of getting invited to do something are slim.

    If exemping had no penalties at all, you would probably see a similar attitude become more prevelant here.

    I don't know about you, but I don't like the idea of having to solo up to 50 and get set bonuses before anyone will consider inviting me on a TF.

    If set bonuses didn't disappear when you exemped, only max level enhancements would have any value at all, making it very difficult for low level characters to earn enough money to buy them.

    That would lead to getting to level 50 ASAP and grinding to earn enough influence to buy enhancement sets. Do you REALLY want CoH to morph into a grindfest? That is part of why it is still around and going strong, it avoided the grindyness of previous MMOs.
  15. Quote:
    There have been times I wanted to see what Tankers could do with Super Reflexes, and I do think with Proliferation they should get it, or a variation at least.
    Very much doubt this will happen. SR on a tank, with the higher defense numbers tanks get, will be able to softcap just with the powers in the set, no IOs required at all.

    I'm basing this on how incredibly easy it is to softcap Shield Defense tank, which has 15% base defense in the toggles. If SR follows the same pattern, you will get 15% in SR toggles, and 10% from the passives. That's 25% defense completely unslotted.

    I base my passive guess here on a comparison between Invuln for Tanks and Scrappers/Brutes. Tanks get 10% while Scrappers and Brutes get 7.5%. Since SR's passives are 7.5% as well, it is reasonable to assume that they would be 10% on tanks.

    Slotted, tanker SR would be getting 38.75% from the toggles alone. 15.5% from the passives after slotting. That's over 54% defense from the powers within the set with just SOs. I seriously doubt the devs will give us a powerset that can do that with no outside additions.

    Since Weave would not be required, nor a Steadfast Res/Def, the Fighting pool would be completely unnecessary, leaving room to take Medicine. Also, without having to slot attacks with sets that add defense, you can slot with sets that provide Psi defense. That would plug SR's two biggest holes: lack of a healing power, and lack of defense to non-positional Psi attacks. And since non-positional Psi attacks are pretty rare through most of the game, you could skip that part and have a damn near unkillable tank slotted with SOs or basic IOs.

    Combined with a set like Super Strength that would get overpowered in a hurry. (Dark Melee would even avoid having to take the Medicine pool)

    If SR were watered down to not be overpowered on a tank people would scream bloody murder that its not on par with Shield Defense's defense numbers. The dev's options here are A) water it down and piss a lot of people off by doing so, or B) Not give it to tanks at all and not have anyone angrier than they may already be. It makes way more sense from a business standpoint to go with option B.

    Edit, my math is based on 55% enhancement of defense in all powers, which is 3 SOs worth. You can check it for yourself on a calculator if you have one laying around.
  16. Important note about Claws and WP.

    You would be wise to either skip Shockwave altogether or use it sparingly, because when mobs go flying your regen drops due to them no longer being in range of RttC.

    Other than that it's a very solid combo.
  17. Quote:
    Originally Posted by Sailboat View Post
    Well, Ripper was missing too, and that's a PBAoE as far as what sets it takes. Clearly I need to look into this further.

    Most melee cones seem to be tagged as melee instead of AoE. Head Splitter is the same way.

    They're weird, they're tagged as melee, yet take PBAoE sets because they can hit more than 1 target.

    If Nemesis Veng doesn't grant AoE defense, that's good to know.
  18. I took it at 49 on my DM/SR and just stuck a recharge in it. I needed the slots elsewhere, so I wanted a power that wasn't completely useless when left unslotted.

    It doesn't get used often, but when it does it's usually to save the buns of a squishy who thinks he's indestructible. (If the squishy keeps doing things like that, I don't bother so they get the point that they are NOT indestructible)
  19. Perhaps Nemesis Vengeance doesn't grant as much defense to AOE?

    That's all I can think of that might end with a result like what you describe.
  20. Sure, I'll take a look when I get home from work today.
  21. Very different (and far more expensive) than what I'm planning with my Fire/Rad. Since I'm planning on doing some AV soloing eventually, I'm slotting heavily for damage and defense.

    I'm planning at least two wildly different builds. I do a lot of soloing, so I'm pcking up Ring of Fire and slotting both it and Char for damage to help me get through the low levels a little easier. I'm actually pushing my AoE immobilize back a ways, because I've noticed that I faceplant more frequently when I throw it down (mobs don't like being lit on fire....imagine that) I'm probably gong to slot Char with 4 Basilisk's Gaze and 2 Thunderstrikes. Ring of Fire is most likely going to get a full set of Devastation, as I'm more interested in it doing damage than immobilizing, and the hold proc will be nice too when it goes off.

    Probably going to pick up Air Superiority to help keep stuff off me while I'm waiting for my hold to recharge. That will most likely be dropped later though. Or I'll keep it if I decide to take Fly (not likely)

    This discussion here did give me some ideas about the powers I had no clue how to slot though, so in higher levels I'll probably come back to his thread for pointers.
  22. ClawsandEffect

    Slight return

    Welcome back!

    Gotta say though, with that thread title it is mandatory that you must now create a character named Voodoo Chile.
  23. Quote:
    Originally Posted by Roderick View Post
    Actually, they don't care about your security or threat level either; it's your Experience Level that matters. If you've got enough XP to be level 30, but are only trained to 25, a 25-29 contact will still stop offering missions.
    Unless you are in the middle of a story arc with them. You can finish a level 10-15 story arc at level 50 if you want. I speak from experience here, as I have done it (Julius the Troll's arc). However, once the story arc concludes they won't give you anything else, just like any other contact at that level.
  24. ClawsandEffect

    fun brutes

    DM/SR and Elec/WP are pretty fun. One is a single target damage specialist, the other is an AoE monster (especially after getting to the Epic pools, go Mu Mastery on this one)
  25. Quote:
    Originally Posted by Tonality View Post
    I'm assuming SC = Shield Charge.
    Actually, they were talking about Electric Blast, so it probably stands for Short Circuit.