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Brute will level much faster with Claws than a scrapper will, especially in the early pre-SO levels.
It has a full attack chain by level 18, and has one of the better AoEs in the entire game available at level 6. (Not pure damage, but damage when you factor in how often you can use it)
I'd lean slightly towards brute on this one, but at high levels the difference between them is negligible. -
I'll bite. I've demonstrated just how stupidly powerful you can make things if you were allowed to combine sets before.
Brute:
Street Justice/Super Strength
1) Initial Strike
2) Heavy Blow
3) Sweeping Cross
4) Combat Readiness
5) KO Blow
6) Taunt
7) Rage
8) Shin Breaker
9) Foot Stomp
Fiery Aura/Shield Defense
1) Deflection
2) Battle Agility
3) Healing Flames
4) Active Defense
5) Against All Odds
6) Phalanx Fighting
7) Burn
8) Fiery Embrace
9) Rise of the Phoenix
See the problem there? Those 2 combinations would be insanely powerful, and you would have to nerf the individual powers into near uselessness to make it even in the neighborhood of balanced.
And that's one of hundreds of overpowered combinations. The powers in the game are not balanced in a vacuum, they are balanced by what else is available in the powersets they are found in. Rage and Foot Stomp Being available with a fast animating fury builder chain (Street Justice powers) means you get the AoE power of Super Strength, and Rage, and it eliminates SS's weak spot, which is it's single target attack chain.
Then when you add the possibility of having Against All Odds and Fiery Embrace available in the same set, with Rage fueling it as well? Oh, and a damage aura, Burn, the ease of soft-capping Shield Defense, and the self-heal of Fire?
No, that wouldn't be overpowered at all. -
I'll be the odd one then.
Honestly, I hope Scrappers don't get Ninjitsu.
I think every AT should have one powerset that is unique to it and it alone. As of right now, the only sets that are unique to anything any more are Illusion Control, Ice Melee, and Ninjitsu.
You could make a case for the Assault and Manipulation sets being unique, but since they share so many powers with other sets, they really aren't.
I'm sure scrappers eventually will get Ninjitsu, but I'll be slightly annoyed by it. Not least because the entire set was designed specifically to fit the stalker playstyle. -
Here's what I did with your build.
I only moved a couple slots around, I didn't change any powers or massively change slotting. I just replaced some sets with others, and added a Steadfast Protection Res/Def to RPD in place of the generic resistance you had in there (you're still capped to S/L resistance)
Some of the pieces will be more expensive than what you have now, but there's nothing in there that wouldn't be obtainable with a little bit of effort. No purple sets, no PvP IOs. I managed to soft-cap S/L/E/N/F/C defense with only one in range of Invincibility.
This isn't quite what I would do myself, but I was attempting to improve your build without changing too much about it.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Captain Slap - LVL 48 RESPEC: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Resist Physical Damage -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(3), S'fstPrt-ResDam/Def+(7), Aegis-ResDam/Rchg(33)
Level 1: Barrage -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 2: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Rchg(19), Dct'dW-Heal(21)
Level 4: Bone Smasher -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(5), P'ngS'Fest-Dmg/Rchg(13), P'ngS'Fest-Stun%(42), Dmg-I(43)
Level 6: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(7), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(21)
Level 8: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(40)
Level 10: Super Jump -- Jump-I(A)
Level 12: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(15), Zinger-Taunt/Rchg/Rng(15), Zinger-Acc/Rchg(37), Zinger-Dam%(37), Zinger-Taunt/Rng(40)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 16: Whirling Hands -- Erad-Dmg(A), Erad-Acc/Rchg(17), Erad-Dmg/Rchg(17), Erad-Acc/Dmg/Rchg(46), Erad-Acc/Dmg/EndRdx/Rchg(46), Erad-%Dam(46)
Level 18: Invincibility -- S'dpty-Def(A), S'dpty-Def/EndRdx(23), S'dpty-Def/Rchg(23), S'dpty-Def/EndRdx/Rchg(25)
Level 20: Boxing -- Dmg-I(A)
Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(25), Aegis-ResDam/Rchg(27)
Level 24: Weave -- DefBuff-I(A), DefBuff-I(27), EndRdx-I(29), EndRdx-I(50)
Level 26: Tough Hide -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(31)
Level 28: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(31), AdjTgt-EndRdx/Rchg(31), AdjTgt-Rchg(33)
Level 30: Resist Energies -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45)
Level 32: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(33)
Level 35: Energy Transfer -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(48)
Level 38: Total Focus -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(39), P'ngS'Fest-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40)
Level 41: Resist Elements -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(42), Aegis-ResDam/Rchg(42)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- Heal-I(A), EndMod-I(48), EndMod-I(48)
Level 49: Maneuvers -- S'dpty-Def(A), S'dpty-Def/EndRdx(50)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34), Heal-I(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(34), P'Shift-End%(34)
Level 1: Brawl -- Dmg-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run -
Nothing wrong with keeping your toon the way he is if you're having fun.
But, you're going to want to maximize his survivability before you start the really tough stuff. (Like tanking Recluse in an STF or main tanking an Incarnate trial)
My minimum goals with an Invuln tank are capping Smashing and Lethal resistance (which is easy), and soft-capping to at least S/L/E/N defense with one enemy in range of Invincibility (which is a little harder, but still pretty easy)
If you've already achieved those goals, then I'd say you're in good shape for the majority of the game. If you haven't, you can probably adjust your slotting without changing your build in order to pull it off.
At a glance your build doesn't look bad. Nothing I saw falls into the "ZOMG you need to fix this NAO!!" category, so I'd say you're in decent shape. -
Quote:Much better than your first one.
how does this look?
You're going to have hellacious end problems though.
6 slotting Agile is a complete waste. You are slotting 2 enhancements there that are literally completely useless in that power. If you need the bonus from Red Fortune to hit softcap to ranged, swap the slotting of Agile and Evasion.
On that note: You don't need to 4 slot LotG. 3 will do just fine. Take the slots you saved there and fix the next issue, which is:
No slotting in Stamina or Physical Perfection. Street Justice/Super Reflexes is an end hungry combo, and putting nothing but a Performance Shifter +End in both powers is going to leave you sucking wind.
Add a 6th Obliteration to Sweeping Cross. That will help get more defense to melee.
There has to be a way to hit the soft cap to ranged without 6 slotting so many powers with Red Fortune. I suggest looking into it.
Don't waste the money on the Force Feedback proc in Kick unless you plan on using eth power a LOT, which I don't recommend because it's a crappy power compared to your primary.
Slot Lucky better than it is and you might be able to swap sets in Tough. I recommend 3 Impervium Armor and the following:
Steadfast Protection Resistance/Defense. Slot one in Tough and it will free up a lot of your slotting. That IO will give you an extra 3% defense to everything just for having it slotted. In my opinion, this should be the FIRST IO you slot. -
Quote:It's actually functionally more or less identical to Shield Charge and Lightning Rod.I'm pretty sure the animation is as close to a jump as we can get since the game engine doesn't support automated movement. Spring Attack is basically a shorter range version of the standard Teleport power with a different animation that fires off a PBAoE when you arrive. An actual leaping attack would require a way for the game to actually steer your character to the target, which doesn't currently exist and would probably take a lot of code time to add.
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Quote:*click* ERROR_SEDUCTIVE_TEXT_MISSING *click* *BZZT*Actually your character is a former Arachnos minion who was convinced by a sexy secretary (who was secretly a Nemesis automaton) to leave Arachnos and put his name on the Destined Ones list. After completing a series of tasks for the secretary, he discovered she was an automaton (details left out how as this is a family website). Because Nemesis had future plans requiring his unwitting assistance, rather than killing him, they tricked the Carnival of Shadows into erasing his memory and replacing it with a story about being a former TV personality.
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Illusion/Dark is still looking pretty cool.
And Dark/Time might be pretty sweet as well. -
Quote:I believe it also has the same chance to return endurance per enemy hit as other Electric Blast attacks. Not positive though.I recently took Thunderous Blast on my Defender and noticed something weird about it compared to other crashing nukes. Most of the nukes do a -100% endurance drain which means that as long as you hit one enemy you are fully drianed. TB, however, drains 40 endurance (note, 40, not 40%) per enemy hit. Now in most cases this is functionally identical since if you hit 3 or more enemies it's a complete drain.
Anyway, I was surprised to see that it was implemented differently from the other nukes and was curious if anyone knew the reason for that?
I do know I've seen my wife's Electric blaster hit 12 targets with it and have some endurance left over, which seems to indicate that it IS returning some endurance (since 12 targets is way more than enough to bottom out your end) -
Sets to look into:
Eradication: You should be slotting this set anyway for the E/N defense bonus. Slot 4 of them and you get a 2.25% Max HP bonus (which is the largest bonus available in a non-purple set). You can put 2 of them in your build, maybe 3 if you take Spring Attack.
Devastation: Can be slotted in Focus or an APP ranged attack. I believe the max HP bonus is at 3 slots in this one, meaning you can slot 3 Thunderstrike for the 2.5% E/N defense and 3 Devastation for the 2.25% max HP bonus. Also, the 2 slot bonus is a tasty 12% regen bonus.
Numina's Convalescence: 3 slot bonus is 1.88% max HP (another set you should be slotting anyway, you can fit 3 sets on your build easily, and the 2 slot bonus is 12% regen)
Luck of the Gambler: Another set that should already be in your build. It has a max HP bonus at 3 slots.
Kinetic Combat: 3 slot bonus is a max HP bonus. You can slot at least 3 in your build if you took Strike, Slash, and Follow Up (and why would you skip any of those attacks?)
And above all else: Did you slot High Pain Tolerance for healing or resistance? If you slotted it for resistance, your max HP will be low because the HP boost is the most important part of what HPT does. 300 more HP is a helluva lot more useful than 4% resistance.
Post a Mid's build and people can help you a little easier. -
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The Clunker aura from eth Steampunk pack worked prety good as well.
Just the location of where the largest flow originated was a little.....gross. Especially for female characters. -
Quote:I've soloed every one of the SSAs so far.I really don't think you guys at Paragon Studios grasp how difficult it can be to find teams to run all these shiny new I-Trials and SSAs. I've been pretty much stuck in the same boat with my level 50 of "AFK at market or farm papers."
A good start would be to find a new mechanic to harp on instead of ambushes, which are guaranteed to make things 100x harder than they need to be. I'm not asking for easymode, I'm asking for a mission that isn't going to Zerg me to death after forcing me down to level 20.
I have the first one down to about 15 minutes if the character I'm on has any ability to ghost at all. You can completely avoid the ambushes if you think ahead. Bring enough lucks with you to floor their to-hit and you can click the glowies in the middle of dozens of them.
The ambushes in the first SSA are almost trivially easy to work around if you put a little thought into it.
The second one takes a little bit longer, but spending longer than a half hour on it is rare.
I've only run the 3rd one once, but I had no major issues with it.
The I-Trials are (obviously) not meant to be solo content. Fortunately they've just released news that we will be getting solo and small team Incarnate content in I22. So I guess that'd be wish granted. -
Actually, I'm happy about this for 2 reasons.
1) Solo Incarnate content. Duh.
2) They're FINALLY doing something with Dark Astoria. -
Quote:This actually makes perfect sense.No, no they weren't. People were asking for a solo path before it was even released. In fact, they were asking for it the very day Incarnates were announced.
This wasn't a surprising turn of events at all.
I'm of the opinion the devs knew all along, but they put the solo tract on a low priority because they wanted to push people into trials. Why? Trials needed a critical mass of players participating in them to get them off the ground as a new feature.
There are people who hate trials, people who are indifferent to trials and people who love trials. The players in the first two grounds are far more likely to trial if there's no solo alternative, and them maintaining that critical mass is the only way to facilitate the third group.
If they had offered a solo path from the beginning, the trials very likely would have been dead in the water upon release.
No one is going to run a trial that they have to assemble 23 other people for if the option exists to take their awesomesauce solo farmer/AV soloer through some content instead and make the same progress. And potentially faster depending on just how good their character's build is and how good of a player they are.
No solo path was realistically the only way they could generate enough interest in the trials to make them worth spending the time and money on.
I'm happy with the addition of something I can do by myself, because the addition of the Incarnate system came at the exact same time as the severe drop off of my available playing time. I only get a few hours a week in now, so I have like, 2 characters that have any Incarnate abilities at all, and none above tier 3 (not that I'm too pressed bout getting tier 4, but still)
The "battle of armies" storyline makes sense too. But count me as another who wishes they'd explained that from the start (though I kind of figured it out on my own) -
2 Time/Fire Defenders.
1 Sonic/Fire Defender
1 Fire/Fire Tank.
4 Fire/Fire Blasters.
Soft-capped defenses to everything for the whole team from the Time Manipulators, plus some regen debuffs for hard targets and Chrono Shift.
Mez protection for the squishies from the Sonic Defender, plus the ring of doom placed on the tank.
Tank has good AoE and will be indestructible from all the buffs. Will be softcapped, and probably resistance capped to several types (S/L/F for sure)
And I think the 4 Fire/Fire blasters speaks for itself.
Let the charred remains of anything standing in your way pile up. -
Quote:My Broadsword/Dark Armor scrapper makes quick work of Carnies. I'm nearly immune to end drain, my psi resistance is nearly capped, and I'm softcapped to all positions.+4x8 Carnies is pretty tough. I would like to see somebody beating them. I think eventually you are just going to lose on endurance and die slowly. What's worse is if a Mistress casts that "weakness" debuff on you. Good bye your tohit and endurance!
I don't go especially quick at it, but it's definitely doable. If I'm at +2/x8 I just rip through them. I can solo a decent variety of enemy groups at +4/x8, but I usually don't because it gets tedious quickly. If I'm just going through missions looking for purples or running tip missions, I'll usually run at +0/x6 just for the additional speed.
Side note: It's always amused me that people call going through enemy groups quickly "steamrolling", because steamrollers actually move very, very slowly. -
It's a straight up buff from where I'm sitting.
I've never been overly concerned about the lack of AoE. If I want to deal AoE damage I either choose a primary that has it or a different AT.
I also don't worry about the lack of AoE preventing me from getting on teams, because frankly, if someone denies me a team because I don't have enough AoE, chances are I wouldn't enjoy playing with them anyway.
AS being useful outside of Hide is a nice change. The question I have about that is: WIll Street Justice's AS retain it's 2 combo point building aspect out of Hide? It's relevant to me because StJ/Nin is the only stalker I'm actively playing at the moment.
More HP is something I've been wanting for a while, and it's going to end up right about where I suggested/guessed it should be.
The end result remains to be seen, but I'm happy with what I've heard so far.
I still think stalker and scrapper resistance caps should be increased to 80%, but that's a topic for another thread I think, since it would apply to both ATs. -
Quote:Well, a reasonable amount would be 5% per stack, or 20% max debuff.The cap on the Degenerative proc makes it weaker than Reactive against anything with more than ~6,000 hp. Once mob health is gets above ~60,000 hp the -maxhp debuff is worth less than a 1% res debuff [edit: with 4 stacks, or -600 max hp].
It should just be a straight percentage, regardless of mob health, but the devs seem to think it would be too powerful; I don't understand why.
If your target has 60,000 HP, that lowers their max HP by 12,000 points. If it were a straight percentage it would get MORE powerful as the targets HP goes up, instead of less.
I can see why they'd be concerned about it. -
You definitely want typed defense on a Willpower. It already has a good amount to the exotic types in Heightened Senses, and will never get close on positional defense (plus slotting for positional defense makes Heightened Senses a worthless power)
First off, have you checked the price of the Gladiator's Armor 3% defense you have on that build? That will cost you: 2 billion influence (or more) 35 Alignment Merits (which will take you the better part of 2 months to earn), or 60 Empyrean Merits once you hit 50 and can start doing trials. In my opinion, that IO is not worth what you have to spend to get it.
Second, why the Doctored Wounds in Fast Healing, HPT, and Rise to the Challenge? Yeah, they're cheap, but slotting 3 Numina's in there will provide set bonuses that are more useful to a WP (Regen and Max HP). And make sure all 3 of them have Heal enhancement. The EndRed/Rech you have in Fast Healing and HPT are completely useless, as neither power will ever need to recharge and they don't cost endurance. I like using Numina's Heal, Heal/End, and Heal/Rech if I'm 3 slotting.
And since we were talking about typed defenses, you need more E/N defense. S/L defense is nice, but you already have a good amount of resistance to those types, and you'll be lucky to have 8% resistance to E/N the way you are slotted. I'd replace the Obliterations in Fire Sword Circle with 4 Eradication (nets you 1.8% more max end, 3.13% E/N defense, and 2.25% Max HP), you can fill in the last 2 slots with whatever you like (I use 2 Scirocco's Dervish if I'm not full on 10% regen bonuses from elsewhere). The other reason you want Energy defense is end draining enemies. Theyu pop up surprisingly often and they'll do a number on you if you can't avoid their attacks, they'll hurt with little resistance, and they'll bottom out your end bar in short order.
The Blessing of the Zephyrs you have in Super Jump are pretty much useless. You don't need the KB protection, and you are only getting 0.63% defense to E/N/F/C fror slotting all 3. Is that really worth spending 3 slots and that much cash on?
Honestly, I would swap Body Mastery for Pyre Mastery. You can use the hold and single target blast to get an additional 9.75% E/N defense for only 9 slots (not counting the default slots). Which is over 1% defense per slot, a better return than you're getting anywhere else in the build. Slot 2 Basilisk's Gaze and 3 Thunderstrike in Char, and 6 Thunderstrike in Fire Blast. That also opens up Fireball, and you did say you want AoE.
2 Rectified Reticle in Build up will give you an additional 1.88% S/L defense.
I wouldn't slot Strength of Will that much. I'd move the Steadfast Res/Def into it and call it good. That frees up some slots to put into HPT. I would use those slots to put 3 Numina's and 3 Aegis in it for some additional F/C defense. (I mean, it seems incongruous that you use fire but get your butt kicked by it)
Your defense powers are slightly overslotted. LotG +Recharge, Def/End, and Defense will get you in good shape with them (you won't really notice the 3% or so enhancement you lose, it translates to about 0.3% defense). You can use the slots you saved to add some more enhancement to your attacks. Kinetic Combat is great for set bonuses, but it kind of sucks for enhancement values. A lot of people like using the Mako's Bite 4 piece, I like Crushing Impact Acc/Dam/Rech, it's cheaper and you get better Acc/Dam/Rech, and being Willpower, the EndRed isn't as important. I also like using the Kinetic Combat KD proc, it goes off surprisingly often and is a good source of additional mitigation. (it's also much cheaper than the rest of the set)
That's about all I see without actually opening the build, hope it helps. Your build isn't that bad, just in need of tweaks and had some inefficient slotting. -
Quote:For that combo? Carry a ton of blues, and get the Miracle/Numina procs ASAP. It will probably be quite fun, but murder on your blue bar.
Get the Theft or Essence +Endurance before the Miracle and Numina's.
Your biggest offender on endurance consumption is Dark Regeneration. Since the ToE proce checks for each target hit, it will occasionally GAIN you endurance, and will nullify the end cost more often than not. If you have it slotted for end reduction and the ToE procs on 2 enemies (actually fairly likely in a crowd), you will lose about 22 endurance and gain 20 back, for a net loss of 2 end for the best heal in the game. If it procs on 3, you will actually come out ahead.
Yeah, that IO really is that good. -
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Quote:Yeah, kind of eliminates it's usefulness. For most things.The -hp effect is capped at -150hp per stack for strong targets like AVs/monsters. I'm pretty sure that heavily limits its usefulness for anything you'd really want to use it on.
The targets a debuff like that would be useful on have WAY more than 600 HP.
Maybe it should be a straight percentage?
Gonna go with Spectral I think, maybe if it procs often enough with Midnight Grasp I can immobilize an AV (not sure how useful that will be though.....) -