ClawsandEffect

Renowned
  • Posts

    7232
  • Joined

  1. My build changed by....well, being started.

    I hated Gravity with a passion until it got a buff to be good at something. Because I really didn't see much before that Gravity did that another set couldn't do better. Now it has single target damage as a specialty, and the damage is actually pretty nice for a Controller.

    I know, I know, I should be in the Scrapper forums. Just wanted to put my 2 cents in. Rolled up a Grav/Time, and I'm having quite a bit of fun with it.
  2. After reading all this....I'm going to skip the ST Immobilize just to irritate Reppu.
  3. Yes.

    I have a character who got a Catalyst...that will NEVER be using the ATO set for his AT (scrapper). The only piece I MIGHT use is the crit chance proc, and that's only if I can find a spot to put it that doesn't cause me to rethink his entire build.

    I have another character who has plans for all 6 ATOs....who has not gotten a Catalyst yet.
  4. Pay to win is usually a bad thing.

    Plus it pisses people off who built their characters through their own effort in the game....as opposed to whipping out a credit card.

    You should NEVER have a tangible advantage over another player simply because you have more disposable money than them.
  5. Quote:
    Originally Posted by Vitality View Post
    I'm assuming it's just personal preference...but why is spin left out of the OP build and why is there no mention of it from CaE?

    I ask because I just started out a Claws character and Spin is what sold me on the set.
    Quote:
    Originally Posted by Me I just noticed you skipped Spin. HUGE MISTAKE! Spin is one of the best PBAoE attacks available to ANY scrapper primary. Fit it in your build and you will not regret it.
    I noticed, and mentioned it.
  6. Has it occured to anyone that fixing the problem that caused a massive server crash the other night may have been just a LITTLE more important than making sure one controller's pet works right?

    You can't just assume that that fix was a quick one, or that they aren't still working on it. And for the record, the people who fix things like that are the exact same people who do the updating. If they're busy with something else, updates will have to wait.

    Just saying.
  7. ClawsandEffect

    Ha. What a joke.

    The devs came out and said any solo path would be much slower than the trials.

    Simple fact is: If you flat out REFUSE to ever run an Incarnate Trial, it's going to take you a very long time to get to tier 4 in all your slots. This was known.

    I suspect I view Incarnate slotting pretty similar to how the devs do: Getting tier 4 in all your slots is akin to slotting purple sets in every power that will accept them. In other words, above and beyond what the average player is supposed to be doing, and well beyond what you should expect to do quickly.
  8. My favorite was possible from day 1.

    Changes have just made him better.

    Claws/Regen scrapper in case you were wondering. When I finalize his build I'm going to start attempting some stupid scrapper tricks.

    All I need is: Tier 4 Incarnates in: Destiny, Alpha, and Lore. At least tier 2 in Degenerative Interface. A full set of Superior ATOs (so I can soft-cap him to S/L), and about 70 enhancement boosters.

    The build I have saved on my computer at home is pretty sick.
  9. ClawsandEffect

    ATO Question

    Quote:
    Originally Posted by Kurrent View Post
    It's equally a shame that you can't move the catalysts between characters on an account. But from what I can tell that's WAI.
    Yes, that aggravated the hell out of me when I found out about it the hard way.

    I got a catalyst on a character that will never be getting an ATO set due to his build being too tight (softcapped Broadsword/DA, using the ATO set will kill my soft-cap)

    I have another character that needs 6 Superior ATOs to finish his build......he has not gotten a catalyst yet.
  10. Quote:
    Originally Posted by Hopeling View Post
    Agility doesn't do nearly as much for endurance problems as Cardiac does, especially when the endmod is only boosting Stamina. Of course, endurance problems can be solved in other ways (that's what we did for years before the alpha slot, after all), but leaving your build otherwise unchanged and swapping Cardiac for Agility might not have the results you want.
    True.

    You may want to consider swapping out some sets for ones that have recovery bonuses in them.
  11. Quote:
    Originally Posted by Honbrid View Post
    I
    you'll get nothing out of it other than a cleaned up contact list.
    And any Reward Merits for the story arc completion.
  12. You should be fine.

    The only thing that might be an issue is the additional recharge might hurt because it will cause you to burn through end faster from attacking faster.
  13. Quote:
    Originally Posted by dugfromthearth View Post
    I like the mechanics in CoH.

    I want to like Dual Blades but hate its special mechanics so I won't play it.

    I don't want them adding more bad ideas just to be different
    Ignore the combos then. The best attack chain Dual Blades has doesn't use them anyway.
  14. You're probably going to have some endurance problems, but it looks solid otherwise.
  15. I'm going to play devil's advocate here and mention that there is a whole camp of people who feel that new powersets are getting TOO gimmicky.

    That said, what do you mean there aren't any new mechanics in new powersets?

    Lets look at what's come out recently:

    Dual Blades introduced the "combo" mechanic, Street Justice improved upon it by not requiring powers to be used in a specific order. That combo mechanic was added to stalkers to give them a buff in single target DPS. I haven't tested Staff Fighting personally, but from what I understand it is a variation on the combo mechanic.

    That one mechanic introduced with a single powerset produced at least 3 different things that were not possible before it came along.

    Time Manipulation introduced a mechanic where your power effects changed depending on whether your target is under the effect of another power in the same set. Brand new mechanic that was subsequently used to give Gravity Control a buff (Lift and Propel do more damage if your target is held by Gravity Distortion)

    Titan Weapons introduced a mechanic that actually changes the animation of your powers completely if you have Momentum active. The same mechanic was used to allow stalkers to use Assassin Strike outside of Hide with a much faster animation.

    Now, the buffs to Gravity Control and stalkers would not have been possible if it were not for 3 completely separate and brand new mechanics introduced very recently. (The Street Justice variation on combos is distinct enough to be considered a new mechanic)

    Pretty much all the new powersets introduced within the last year have had completely new mechanics involved in the way the set actually works. And those new mechanics are now being used to make improvements to old sets that would have been impossible to do if the new mechanic did not exist.

    So, I fail to see how the game "lacks new mechanics in powersets"
  16. Quote:
    Originally Posted by Little_Whorn View Post
    I'm sure this has been talked about before, but I figured I'd make my own complaint. Coyote run, rocket board, magic carpet all detoggle. WHY?! That makes these powers impossibly irritating to use, especially if you run leadership buffs which take an eternity to cast. We know the devs have the ability to suppress toggles rather than detoggle completely. Why the @$&% don't these travel powers do this?! Based on comments I've heard in game, it would do A LOT to make purchasing these travel powers more attractive.
    It's because if they allowed powers to be used while on them, they would have to code a new animation for every single power in the game. That is a HUGE amount of work to do just to let people fly around on a magic carpet. Roughly the equivalent of recreating every single power set in the entire game from scratch.

    If they did that, it would be the better part of two years between buyable travel powers and they would have to charge $100 or more to recoup what they spent programming teh damn things.

    And the toggles are shut off rather than suppressed because even when a toggle is suppressed the animation still plays when you turn it on. Animation playing = Can't use it because the animation for that power doesn't exist while standing on a hoverboard.

    I understand exactly why they didn't allow powers to be used, and it is exactly why I will never buy any of those powers.

    Look at what I outlined them as having to in order to let your toggles stay on. Would you pay the amount of money it would cost to make that amount of work worth it to them? Not many people would, so toggles stay off.
  17. Quote:
    Originally Posted by Justice29 View Post
    I unlocked the Judgement slot as well as my tier 3 alpha. WOO HOO LEVEL SHIFT!! LOVING the +1 shift. Definitely worth all the time/effort. So if I'm understanding you correctly, this +1 shift will only work in DA or iTrials? That's sort of a bummer if true.
    The level shift you get from Alpha works everywhere.

    The Incarnate Shifts, on the other hand, only work in Trials or DA. You get those for having a tier 3 or higher Destiny or Lore slotted.

    Quote:
    @Gameboy1234...the character I've been focusing all the incarnate energy on is Adam Not So Quick...he's a Dark Melee/Energy Aura/Soul Mastery Brute. I went with Spiritual for my Alpha slot for the +recharge and the +heal for the 2 heals this toon has.
    I recommend looking into Agility. It has recharge as well as End Modification and a defense boost. Seems like it would be a good Alpha for that character. Between Siphon Life and Energize you shouldn't need much help with healing, especially since Energize also gives you a regen boost when you use it.

    Quote:
    The question I have for today is this: I finished the last arc in DA this evening, and my contact sent me to a new contact in Cimerora. If I continue on with this contact, will I still receive the incarnate rewards that I've been receiving DA? (Things like the psychic/physical experience necessary for unlocking my Lore/Interface/etc slots, shards, threads, components *story arc rewards*, etc)? If the answer to that is no, then are my options limited to repeating the DA content and keep going after those iTrials?
    As of right now, the only place you can get Incarnate XP is DA and the trials. The Incarnate Sytem is only about a year and a half old, so it hasn't had as much added to it as the rest of the game yet.

    Fortunately, there's about 7 trials already, so it should be easy to keep from getting bored with them.
  18. No problem at all man.

    I love Claws/Regen as a combo, and I like helping people make theirs as good as they can be. It's very underrated in what it can pull off.

    I'm going to attempt some scrapper craziness once I get my build finalized the way I want it. Keep an eye out for future posts.
  19. Okay, here's the rest of what I was going to say.

    32)Shockwave: I don't currently have this on my build, but it is a good power for a regen to buy a few seconds of breathing room to heal. You only need 5 slots in it, and Posi's Blast is the cheaper option. This one is a candidate for eventual purple slotting as well.

    35)Maneuvers: This power will give you a little more defense. The more defense you can acquire from powers, the less you have to rely on set bonuses. 3 Luck of the Gambler should go in here.

    38)Moment of Glory: I explained why this is a good power a couple posts up. It gives you 15 seconds of virtual invincibility. The only thing that will kill you during that span is a Psionic attack that can one or two shot you faster than you can react with a heal. This should get a Luck of the Gambler +7.5% Recharge and 2 generic recharge IOs.

    41)Combat Jumping: I would put this power in the build much sooner, but it can go here if you never plan on exemping down for things. I'd slot a LotG +Recharge, a Kismet +Acc, and a Winter's Gift Slow Resistance.

    44)Focused Accuracy: Slot 2 Rectified Reticle in this. You should not be running this power full time, only\ when you actually need it to hit consistently.

    47)Physical Perfection: Yeah, more regeneration and recovery seems like overkill on a Regen, but I like LOTS of passive regen. This power should mostly be used as a mule for things like Numina's Convalescence +Reg/+Rec and Regenerative Tissue +Regen. It will take another Performance Shifter +End as well.

    49)Tactics: 2 Rectified Reticle in this one, and an end reduction if you plan on running it at all.

    Health should get a slot or two, and should be slotted like other passive regen powers. You can slot Stamina exactly like you slotted Quick Recovery.

    Incarnate-wise, only Alpha and Destiny have powers that are better for Regen.

    Alpha should be Spiritual for the recharge and healing boost. (It works just like slotting an SO in a power, if the power will accept an SO of the things it boosts, it will boost that power).

    You could also make a case for Vigor or Agility, but Spiritual has the best combination of effects for Regen.

    Destiny is a toss-up. You could go with Ageless for the recharge, Rebirth for the heal and regeneration, or Barrier for the defense and resistance. I went with Rebirth, but any of the 3 will work.

    The other 3 (Interface, Lore, and Judgement) don't really have any powers that are better or worse for Regen. Go with whatever sounds cool here. I like Reactive or Degenerative for Interface, but just about anything will work.

    Hope that helps you wrap your head around what's changed for Claws/Regen scrappers!

    I'm considering writing an actual guide for this combo pretty soon, since I've been giving the same advice to a lot of people lately. Having a guide I can point people to will save me some typing.
  20. Okay, here's the bit on slotting. I'll explain why I would slot things a certain way if it doesn't seem to make sense.

    Regen wants 2 things above all else: Recharge and additional defense. My slotting advice will help you acquire both. Your recharge goal is at least 55% in global recharge bonuses, with 3 slotted Hasten you will have perma-Dull Pain with that amount.

    1)Strike: Slot 4 Kinetic Combat in here. It will give you 3.75% Smashing and Lethal defense. Take the 2 slots you've saved and put them somewhere else.

    "But Claws, wouldn't it make more sense to slot for melee defense, since that's where I'll be most of the time?"

    No. I'll explain why. Regen has exactly 0% defense debuff resistance. That means any defense debuffing attacks that hit you will debuff you for the full amount of the debuff. The single most common defense debuffing attack in the entire game is machine gun fire. And there is a LOT of it. If you slot for Melee defense instead of Smashing/Lethal, what will happen is you'll engage a group in melee, and their buddies that didn't close to melee will spray you with bullets, which will probably hit you since you don't have much in the way of ranged defense. End result: The machine guns will strip away all that melee defense you built up, and it will do it pretty much unopposed. If you slot for S/L defense instead, those machine guns will have a harder time hitting you. Your defense will still get debuffed, but it won't happen nearly as fast.

    1)Fast Healing: Slotted okay as-is. 2 Numina's Convalescence will give you an additional 12% passive regen. I like building for passive regen, others disagree. Up to you whether you want to or not.

    2)Slash: Pull one slot out of it and go 4x Kinetic Combat and an Achilles Heel Chance for -Res. 20% chance for a 20% resistance debuff every time you use the attack. nice addition of damage over time.

    4)Reconstruction: Pull a slot and put 5x Doctored Wounds in there. It gives you a 5% recharge bonus.

    6)Hasten: Take 2 of those 4 slots you saved and put them in Hasten. You want it 3 slotted, and preferably with 5xBoosted enhancements (more on that later).

    8)Quick Recovery: Slotted okay as-is. I like using Performance Shifter in it. Including the Chance for +End.

    10)Dull Pain: Number of slots is fine. Put 5x Doctored Wounds here as well.

    I just noticed you skipped Spin. HUGE MISTAKE! Spin is one of the best PBAoE attacks available to ANY scrapper primary. Fit it in your build and you will not regret it.

    12)Follow Up: 4x Kinetic Combat and 2x Rectified Reticle. Adds a bunch of S/L defense.

    14)Super Speed: You don't need that many slots here. Now that you get Swift for free, you only need the default slot.

    16)Integration: I like at least 2 Numina's Convalescence here. Regen bonus. If you don't care about regen bonuses it's slotted fine how it is. Put an End Reduction in teh last slot.

    18)Focus: Pull a slot and put 5x Decimation in here for the 6.25% recharge bonus it gives you. This one can be upgraded to a purple set if you can afford it eventually.

    20)Resilience: I'd slot 4x Reactive Armor in here. 1.25% S/L defense bonus is what you want it for.

    22)Boxing: You can slot 4 Kinetic Combat here as a "set mule" if you like. if you don't have the slots to spare you should leave it blank and remove the power from your tray. You won't be using it.

    24)Tough: 4 Reactive Armor here as well. You can put a Steadfast Protection Res/Def in here too, and I would.

    26)Eviscerate: I'd slot either A) 6x Obliteration -or- 3x Scrapper's Strike and 3x Eradication.

    28)Instant Healing: 5x Doctored Wounds.

    30)Weave: 3 Luck of the Gambler. Including the 7.5% Recharge one.

    That's all I have time for now. I'll finish up with the rest of the build later.

  21. Alrighty *cracks knuckles*, I'll give you a quick and dirty rundown.

    I've been playing a Claws/Regen scrapper consistently for over 6 years now, and I've put together some pretty good builds, so I'd like to think I have some idea what I'm talking about at this point. I'll probably end up breaking my advice down into several posts, as I'm posting during break times at work.

    First off, you don't need to take the Fitness pool anymore. Everyone gets the whole pool for free at level 2. You didn't mention whether you were aware of that or not, so I'm just throwing it out there.

    Your power layout looks fine, if you're happy with it it can stay as-is. With a couple caveats.

    1) You REALLY want the Fighting pool. Don't slot Boxing unless you want to mule it (more on that later). Slot Tough with 4 Reactive Armor and a Steadfast Protection Res/Def.

    2) I would not take Hover on this build. If you need vertical mobility you can get a jet pack in the Shadow Shard for 10,000 influence.

    3) Swap Assault for Maneuvers.

    4) YOU WANT MOMENT OF GLORY!!!!(!). Seriously, it's literally a moment of glory now. It only lasts 15 seconds, but it caps your resistance and shoots your defense higher than you will ever need for that 15 seconds. It's a good "Oh crap" button, and it gives Regen an ability it otherwise lacks: The ability to take an alpha strike. (the first mass attack of a group of enemies).

    So, the first thing you should do is change those 4 things. The rest of the build is set up pretty good. Just some slotting considerations, which I will touch on when I take my next break, as I am running out of time on this one.
  22. Quote:
    Originally Posted by Riius Indigo View Post
    The singular Rectified Recticle in Blinding Feint was just a last minute "let me see what this would do..." I am still experimenting there...
    Put 2 of them in there and you'll get another 1.88% S/L defense.

    It's not much, but after reading this thread and tweaking your build you should know how quickly stuff like that adds up by now.
  23. Quote:
    Originally Posted by Aett_Thorn View Post
    Because many players took those Scrappers sets with the full anticipation that they would not be drawing aggro with them, which is the playstyle that they want. As you mention in your OP, the sets that have a Taunt aura are the ones who gain an actual performance boost out of it.

    Right now, a Scrapper can choose a set that lets them be an off-Tank, or they can choose a set that doesn't draw aggro. If they were all given aggro auras, that choice would go away. If a player wants a melee AT that can Tank with those sets, they have two other ATs to choose from to do that. I am okay with an AT that plays in melee that doesn't get automatic aggro.
    This.

    Look at some of the sets that don't get taunt auras on scrappers:

    SR and Regen are the two primary ones at this point. Unlike Invuln, WP, Shield, and Energy Aura, those two sets are actually in MORE danger when they are surrounded by enemies, not less.

    The more enemies an SR has around them, the higher the chances of having several big hits get through at once.

    The more enemies around a Regen, the more likely the incoming damage is to overwhelm their ability to heal it back.

    Both of those sets benefit from their ability to disengage from combat in order to heal. If they had taunt auras, they wouldn't be able to do that anymore because they'd drag everything with them when they tried.

    They don't get the advantage of higher HP like brutes do in order to absorb all that extra damage.

    Personally, I'd be annoyed if my Regen scrapper were suddenly given a taunt aura. He survives fine, but I'd start pulling enemies away from tanks through damage output.
  24. ClawsandEffect

    So Uh...Spines?

    Quote:
    Originally Posted by planet_J View Post
    Spines is worse than energy melee? I didn't think that could be possible...
    The numbers listed were for single target DPS ONLY.

    They did not take AoE ability into account.

    Energy Melee was, IIRC, just above middle of the pack for ST DPS.

    Spines is among the top performers in AoE damage, but it is the worst in single target by a HUGE gap. For perspective, discounting Spines and Electric Melee, the entire range of DPS numbers was 28 DPS or so from lowest to highest. Electric Melee was just under 20 DPS below the lowest, and Spines was over 20 DPS below Electric.

    If it were a race, we'd be waiting several hours after the race to see Spines finally cross the finish line.
  25. Quote:
    Originally Posted by Shubbie View Post
    We are already starting to see the LRSF problem rear its ugly head again in itrails.

    Cor/def/Brute/Tank wanted, everyone else go take a hike.

    Control has little to no value on itrials other than Baf, which is so easy as to be meaningless.
    Cor/def/brute has so much damage that blasters are meaningless. Stalkers... well they are better but still kinda weaker than brutes.

    Scrappers are fine, but it seems like brutes are preffered. And MM's are pretty much right out, having swarms of pets all over the place does nothing to make a trial less confusing.

    ITs really not too bad till you get to MoM and DD, but if the next generation of incarnate uses new something/ currency/ merits/ components.

    We could see an entire tier locked to half the AT's of the game.
    You're running these with the wrong people. I have NEVER seen a trial form that would only accept certain ATs. Ever.

    That kind of mentality is only propagated by the people who are stuck in the mindset of "We have to have EXACTLY this team composition or we fail before we even started."

    Come to think of it, on Pinnacle, I've only seen this kind of mentality crop up in the global channels a couple times, and the people doing it were quickly laughed out of trying to form it in that channel.

    Play with people who understand that you don't need a specific combination of things to succeed and you'll be fine.