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Posts
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Joined
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Are the procs from obliteration not unique? If not, this is the first I had heard of it and I will be using it in other builds.
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I missed the fact that you had rolled a traps mm, but I do notice one glaring omission, Storm. How about a storm/ice or sonic defender? Solo, you can knock stuff wherever you want them, and both ice and sonic have very potent debuffs and damage.
I actually disagree with kin as a solo set. It has very little mitigation and with an already squishy defender HP base, you will find yourself kiting quite a bit. It also lends itself far better to large teams as in a small group your fulcrum shift will have very few to buff yourself with. It REALLY shines on a large team, but I have found it lacking solo on my 50 kin/psy and 50 ar/kin. With sonic and siren's song, you can sleep them, fs, then blast away, but it is still going to have problems with bosses. Just my 2 cents as I'm sure some will disagree. -
Defenders: Traps/Sonic could be fun and effective. It will give you a lot of tools to play with, arguably the best Def Blast set, and mez protection. Also could be pretty easily softcapped.
Blasters: Sonic/Energy or Electric Melee would be awesome solo. Siren's song the mob, then blap them one by one with your very powerful blasts.
Stalkers: I have very little experience but I've heard Electric/Nin is very good.
Dom: Maybe a Mind or Plant/Elec. I think an argument for Plant/Stone could be made as it could be thematic and fun.
Both the Def and the Blaster I know to be very fun and soloable. I have less experience redside. -
I have a lvl 50 ar/kin cor. I never ever play him. He can be fun but the real downside is running in to FS, then running out to line up your cones. And the "speed" of Full Auto is such that after buffing everyone's damage to the moon, by the time Full Auto is activated, most of the mobs are dead anyway. In addition, the other thing that just kills this combo for me is Kin's quick buffs/debuffs vs. AR's long animations. I get locked in a full auto, flamethrower, or ignite animation and can't activate a primary power many times. It is fun on larger teams and with a decent tank and/or other support, but very painful to solo.
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Just a quick question I had with my cold def. If I drop sleet then hit with a proc'd attack (tentacles, night fall, etc.), will procs that trigger do more damage because of the -res or is it a static value. Thanks.
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I have a level 39 fire/cold that is fun. Ice shielded imps increases their survivability a bit and the debuffs from cold help both in AOE settings and single target. There isn't a huge synergy as I find fire is better in melee range and cold may be better at range.
Plant/cold should be really good. Plant blooms early with seeds and cold comes into it's own pretty late, in my experience. In the end, seeds+sleet+creepers alone should be some very potent damage and control.
Earth/cold would be a phenomenal team addition in almost any situation. Lots of control, both hard and soft. Earth can be played at range effectively and snow storm + quicksand should be very good. Not to mention EQ+Sleet. Just don't be expecting to wipe whole maps by yourself. But nothing should ever move.
I don't see a great synergy with grav, but then I never see synergy with anything for grav except storm, or maybe rad. Ill/cold could be very very good with a little soft control help from cold and great single target debuffs. It also helps the lack of a heal in cold by giving you 3 indestructible friends. Ice is like earth lite, so it would be a potent soft controller but not as effective at totally locking things down as earth.
In short I would say plant/cold for aoe damage, ill/cold for single target, and earth/cold for lockdown.
This is all my 2 cents. Hope it helps. -
I have a 50 spines/dark, kat/sr, and fire/sd. Once I leveled my fire/sd to 50 and got her to the softcap, my poor spines/dark now sits reclining on page 2 of my login screen. As much as I hate to say it, I believe that spines/dark is an overrated combo. It is less survivable than wp,invuln,sd, or sr assuming equal amounts of inf spent beyond basic so's. /Dark has serious problems with single hard targets since most of its mitigation and it's heal are dependent on larger, weaker groups.
I recently completely changed my spines/dark build and spent an additional 200 mil or so to really pimp him out, just to see what could be done. I did the same mission with all 3 of my io'd scrappers. The spines/dark took longer to complete the mission, with much more risk than either my kat/sr or my fire/sd. It is a fun combo in certain instances (psy wielding foes, teams with great support.) But in almost every circumstance, I would rather have my /sd, /sr, /invuln, or wp scraps. Just my 2 cents. -
Just a quick question I can't find the answer to anywhere. If I roll a Wolf, once I branch, can I I have one build be a bane and one build be a crab or are they mutually exclusive? Thanks.
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I have an Ill/storm and a plant/rad, so I guess I can offer an opinion. Ill is probably better for hard targets and soft control. Plant offers quite a lot of control and more than it's share of AOE damage. Creepers and roots offer a fair bit of aoe carnage and I find it very fun. It doesn't have the "I Win" Button in PA that Ill does, but it seems to be a very good medium to large team controller that actually has the stuff to "control" a mob very effectively. Plant also has much more aggressive graphics if that's a concern. But they are very cool. Rad helps both with recharge but I have found that many times my phant will knock things out of a debuff area with it's kb and Ill has no way to keep things contained and bunched in rad's debuffs. That having been said, Ill/rad is a proven killer of AV's and even GM's, so for single hard target practice, it is very much a winner.
I guess it comes down to whether you want aoe control and damage or single target focus. -
Does anyone know the command to change a character's name? Global would also be helpful Thanks.
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He mostly just stood there and shot his arrows at me, pretty basic really. I know the tougher ones are coming.
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I got my fire/sd mostly IO'd up and got really bored today farming the wall, so I decided to see if I was up to the task of soloing an AV with no temps and no insps. I grabbed the Oro arc from Maria Jenkins and set off to take out Chimera (why do I always think of Mission Impossible when I am fighting him.) Lo and behold about 6ish minutes later, Chimera was no more. I used no temps or inspirations and used aid self twice. I have no purples and just slightly under the softcap for all positions. I'm not sure I would have the end to pull it off against a defense debuffing AV due to needing to keep grant cover up, but I guess I will see.
I used one minion to fuel AAO and never seriously had questions once I started whittling him down. I guess now I will try a pylon or something. -
Of all my scrappers, the most fun with basic IO's or SO's is my claws/wp. Basically /wp by itself is the most suited to a non-IO'd build as it has good layered protection and another end management tool. For primary, I'd say any would work, but as is noted above, Kat/BS has Divine Av/Parry which just adds a ton of survivability to any scrapper secondary. I too would have a really hard time playing a /SR on SO's after having one softcapped. It is just too awesome. Just as an aside, with your SR, if you fully slot 50 basic IO's into all toggles and passives, grab weave, Combat Jumping and Maneuvers, you will be at 43.4 def to all positions, or about 1.6 points below the cap, with no IO's at all. With claws, you may be able to run all the toggles and still have end. Grab Conserve Power just in case.
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As for your end problems, most of your end is used by your attacks, not your toggles. It really helps to slot some end reduction into your attacks. Katana is a very good multipurpose set. Good single target damage, decent aoe damage. SR is not a set that I would readily suggest for a new player. While it is very, very good at higher levels (think post 35) it takes a while to develop and to be really amazing pretty much needs IO help.
All scrapper secondaries have some sort of status protection. SR has practiced brawler, which is a click instead of the more common toggle. It will need a couple of recharge slotted to make it permanent.
SR is a defense based set with minor scaling resistances as you are damaged. This means you will dodge "most" of the attacks sent your way. Unfortunately, when attacks do hit, they will hit hard. Other sets have different ways of protecting themselves such as Resistance (attacks do less damage to you) Regen (healing over time) status effects (mez the baddies) etc. Willpower is a very effective mix of defense, regen, and resistance.
Divine avalanche will help a lot with your early levels as it gives defense to melee attacks when applied. This supplements your lower levels of defense during your leveling and is the best source of mitigation from any scrapper primary.
For new players, I always suggest KAT/WP as a starting point. It is a fun and easy ride from level 1 all the way up and gives an excellent entry into game play, mechanics, etc. It is also ridiculously good in high levels. It may give up a little to high level /SR users who are IO'd out to the gills, but requires little to no IO help to make it very, very good.
Hope any of this helps. Welcome to the game. -
Worst mistake, stupidity related.. I was re-rolling one of my scraps from fire/sr to fire/sd. She was decently decked out and had about 143 million on her. I vet specced to remove her shineys and put them in base storage then deleted her to re-roll. As soon as I clicked ok to delete her, I realized I had not transferred the 143 million in cash. Well, at least I had stored that res/def io I had put into her...
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I have a lvl 22 fire/sd scrap that is fully capable of making the rounds in Dark Astoria for arcane salvage. I plan to do this or just run some AE for tickets in order to produce some income while playing. In the opinion of all you ebil marketeers, which would be a better way of generating some income? Thanks in advance.
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They have very different focuses in my opinion. A DM/WP will probably be a little tougher in most circumstances due to the -tohit from the primary, the added small heal, and wp being a little better at actually taking damage. Also, DM is primarily a single target specialist but very good at filling some holes in other secondaries. It has a heal, a fear, and a end regen, none of which are particularly needed by wp. Although, dm works with any secondary, i believe it's synergies are greater with SR (fills the no heal and no end management hole, -tohit and def work so well together) or Shield (same as SR but the addition of a soul drained shield charge is spectacular and it helps the lack of aoe in DM). DM likes hard single targets for the most part and wp likes a crowd, so while they work, they may not be the most synergistic pairing.
DB/DA is a good match as both are very good at large mobs. DB has very good AOE capability and a little knockdown for mitigation. /DA has a massive heal based on many mobs, two status effects, and decent resistances. The pairing would work well together with a little IO management for end usage. The main end drainer in /DA is Dark Regen, which takes a substantial part of your end bar.
In the end, both pairings will work since they are scrappers, but the DB/DA is probably the more unique and more synergistic of the 2 options. Hope it helps. -
I have recently rerolled my fire/sr as a fire/sd just to give it a whirl and to have something different from my io'd kat/sr. I am a little iffy on the build so I thought I'd post what I have and let it get torn up by my favorite forum.
I am looking to make a single target monster with some limited aoe for farming the wall if needed. Obviously softcapped to all positions and trying to squeeze out as much recharge and regen as possible. I have aid self on my kat/sr and am kind of opposed to it on this character for concept reasons. The end of the build just sort of dies on me and I'm not sure where to go with it. I am not tied to grant cover or OWTS, so either could go if there is more functionality from something else. Any help would be appreciated in finding glaring weaknesses or errors. Money isn't really a problem either. Thanks.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(25)
Level 1: Deflection -- RedFtn-Def/EndRdx(A), RedFtn-Def(3), RedFtn-Def/Rchg(13), RedFtn-Def/EndRdx/Rchg(15), RedFtn-EndRdx(39), RedFtn-EndRdx/Rchg(42)
Level 2: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(15), KntkC'bat-Knock%(17), F'dSmite-Dmg/Rchg(23)
Level 4: Battle Agility -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(42), RedFtn-EndRdx(43)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(42)
Level 8: Hurdle -- Jump-I(A)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(11)
Level 12: Boxing -- Acc-I(A)
Level 14: Health -- Heal-I(A), Numna-Regen/Rcvry+(43), Mrcl-Rcvry+(45)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Fire Sword Circle -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(19), Sciroc-Dmg/Rchg(19), Sciroc-Acc/Rchg(23), Sciroc-Acc/Dmg/EndRdx(25), RechRdx-I(43)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Phalanx Fighting -- Ksmt-ToHit+(A), DefBuff-I(46), DefBuff-I(46)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), ResDam-I(48), ResDam-I(48), EndRdx-I(48)
Level 26: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(33)
Level 28: Weave -- DefBuff-I(A), DefBuff-I(29), EndRdx-I(29)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Dmg/EndRdx/Rchg(34), RechRdx-I(37)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 38: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(39)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(46)
Level 44: Combat Jumping -- DefBuff-I(A), DefBuff-I(45)
Level 47: Grant Cover -- DefBuff-I(A)
Level 49: One with the Shield -- ResDam-I(A), ResDam-I(50), Heal-I(50), Heal-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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[u]Set Bonus Totals:[u]<ul type="square">[*]15% DamageBuff(Smashing)[*]15% DamageBuff(Lethal)[*]15% DamageBuff(Fire)[*]15% DamageBuff(Cold)[*]15% DamageBuff(Energy)[*]15% DamageBuff(Negative)[*]15% DamageBuff(Toxic)[*]15% DamageBuff(Psionic)[*]11.8% Defense(Smashing)[*]11.8% Defense(Lethal)[*]7.38% Defense(Fire)[*]7.38% Defense(Cold)[*]10.2% Defense(Energy)[*]10.2% Defense(Negative)[*]3% Defense(Psionic)[*]14.9% Defense(Melee)[*]17.4% Defense(Ranged)[*]11.8% Defense(AoE)[*]20% Enhancement(RechargeTime)[*]25% Enhancement(Accuracy)[*]15% FlySpeed[*]100.4 HP (7.5%) HitPoints[*]15% JumpHeight[*]15% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Held) 6.05%[*]MezResist(Immobilize) 15.4%[*]MezResist(Stun) 2.2%[*]2.5% (0.04 End/sec) Recovery[*]10% (0.56 HP/sec) Regeneration[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]3.13% Resistance(Negative)[*]15% RunSpeed[/list] -
Make sure you transfer the 143 million you are holding to a different character. Ouch. I did, however respec and base the useful io's. This was a very painful lesson to learn. Oh well, time to get started on that fire/sd I just rolled.
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Warning Spoilers ahead
Scirocco guide. You are helping scirocco. Duh. Evidently he believes Serafina has come back to beat the foo out of him for stealing her cloak when she was weak.
Mission one 2 clickies and clear the final room
Mission 2 defeat all arachnos in rogue base nuf said
Mission 3 defeat Silver Mantis After a couple of floors of nemesis fighting arachnos, you will find Silver Mantis. Mantis is a pain in the rear as she is a spines/something/something else that immobs you if you dont have protection. She is also very tough but not unkillable.
Mission 4 defeat Barraccuda
Drops you off at a longbow boat she is trying to defeat. Nice entry with zoning in to the water and not immediately seeing the boat. The guns on the boat can see through stealth and will kill you dead. The only thing tough about this mission is getting to cuda. There are many many flying longbow that want to kill you very much. Kill them or speed into the door on the boat. You know the door, right? Kill Cuda. Be done
Mission 5 Rescue Wretch. This mission sucks for one reason; Malta and Knives of Artemis in the same mission. Other than that, a pretty straightforward rescue mission. There is a night widow that will help you if you free her near the beginning. Getting hit by a sapper then a knives lt with her debuffs will quickly help you taste the floor. Just a hint.
Mission 6 defeat Serafina. Evidently, Serafina is not a crappy childrens movie any more. She is a genie who Scirocco stole the mantle of the four winds from. There are 3 possible pets to help on this mission. 2 fortunatas and a mu right at the end. You will want their help. Serafina is a storm/psy defender on crack. She is a huge pain in the rear with hurricane and tornado. Her psy dam is much better than my kin/psy def. She will crack you good if you are not very smart about this. This is the first boss I had a real hard time with. Maybe just my weaknesses but she was MUCH harder than cuda or mantis.
Mission 7 Locate the Malleus Mundi. Find Ice Mistral, defeat hero agent. Mirror Spirit from WISDOM. This is an oranbega map against mostly cot and a few longbow. The first thing to do is find and free Ice Mistral. She is being held by a couple of cot that she could easily own, but I digress Once you have freed her she will follow you and make you wish you had rolled an ice/cold cor. The hero agent happens to be Mirror Spirit from WISDOM. With Ice as your pal, she is a piece of cake and youre done there. Dont bother clicking the bookcases, the Mundi isnt in there.
Mission 8 Debrief with Arbiter Daus, This isnt what it sounds like. Just talk to the guy.
Mission 9 meet with Foreshadow. This is the friend of the chicky you just beat, Mirror Spirit. He wants to free her and you want to tell him where she is. Why cant we all just get along? This pushover is a martial arts/sr dude, and like al mm/sr people, hes a cinch to take down. I swear he qued up for a Assasins Blow though, so might want to be a tiny bit careful. The easiest of the bosses so far. After you beat him down, hes ready to talk to you.
Mission 10 Recover the Malleus Mundi. The Book was split into 4 parts by the dreaded cot. You get to go to the shadow shard. If you have no high lvl heroes, this maybe a new place for you. Head to Nerva for your transport to the shard (or as some of us heroes call it where the heck am I zone) The portal is at the same place as the one you used to farm Fake Naylor the last 3 lvls Yeah Im lookin at you. You will be looking at rularuu. Yes they are funny looking, but so are you. This is a huge map, it looks like a almost fully instanced shadow shard. Head to the huge eye looking thing thats like a giant spaceship. Click on one of the shiny things inside the very dark hallway. It will take you to a cavernous space where there is a rularuu av and 4 cot mages. They are standard fare. Beat them each. Ignore Faathim the kind. Hes just window dressing.
Mission 11. Defeat all foes in base. This is a short but fun one. Kill arachnos. I freed Ice Mistral First then beat the rest. But thats just me. Get the remains of Ghost Widow for your ol buddy Scirocco.
Mission 11 & 12, Speak with Arbiter Daus, then beat Malaise. Talk to the arbiter. Evidently, hes using you as a spy against Scirocco, but he wants you to keep working with him. Fight your way through the carnies to get to Malaise, who is an ill/kin controller that will rock your world if you didnt bring breakfrees. I hate Malaise, he took me forever to beat because he kept holding me and pulling out his stupid phantom army. I finally beat him by eating a whole tray of reds and just hammering him.
Mission 12&13, Speak with Arbiter Daus. He tells you to go get ice mistral because Scirocco is trying to turn all villains into like daisies or something. And so you do. Go kill Ice Mistral. She is a pain in the rear with slows and such. But still straightforward.
Mission 14. Stop rituals to draw out Scirocco. Head to Nerva to stop the ritual. You will find a beautiful new map that has several temples on top of which are going on 4 rituals. Arachnos are waiting for you to stop them. Interestingly, the waypoint updates to show you where to go next. After you defeat the 4 rituals, our old Friend Ice Mistral comes to find you. Show her the floor. Or as an option, run away to the corner of the map. She will not follow normally. Stay there and beat the several waves of ambushes before taking out Scirocco. Scirocco is annoying but not the worst AV to beat. He can be defeated but watch out for the aoes and the like.
When you beat him, head back to Daus, he will tell you you are now Sciroccos equal and that Recluse let him live because his defeat shows that he can be handled. Yada yada yada. Scirocco tells you to come back at 45 to start your next round of fighting. BTW I am, a lvl 40 fire/dark cor, Obsidian Inferno. SO in summary, if you feel comfortable soloing very tough avs/heroes, this is a very fun and soloable arc that will get you your patron powers. Avs/Heroes you have to defeat are: Silver Mantis, Barracuda, Serafina, Mirror Spirit, Foreshadow, Malaise, Ice Mistral, Ice Mistral again (optional) and Scirocco. To be continued when I hit 45. -
A couple of notes from my experience withmy lvl 40 fire/dark. I take speed instead of fly for 2 reasons. One is hasten 3 slotted is still better than no hasten at all. Two is that ss + shadowfall is the same as invis from concealment pp. Only things that will see you are rikti drones, nemesis snipers, and some carnie bosses. Then I skipped ht and aim for recall friend and tp. I have never missed the rez or the disorient from ht and with tp I can stealth missions which i find invaluable.
Also Nemesis suck because they are fear resistant (found out the hard way) And wolves and carnie strong men act as if there is no tar patch at all.
My favorite tactic is to herd entire missions onto a single tar patch using darkest night and then rof. Rof is not limited by aoe limits. Set dn on a mob at the end of the mission then kite him and all his buddies back to the front of the mission where youwill quickly lay a tp. Back around the corner til well mired. Pop a red, fear em and lay down the rof. Alternate other aoe's til all are dead. Very gratifying.
Hope it helps.