DoctorWhat

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  1. I have a Claws/EA Brute that uses the Vanguard claws set.
  2. Maybe instead of an Immobilize they put in Caltrops, ala Ninjitsu?
  3. Making my own build I noticed that with a Positron's Blast set with the Damage/Range IO + one common Range IO with +5 Enhancement Boosters each can reach 75 feet in range. Even without the boosters that's still 70 feet.

    You can target the middle of a large group, hand well back and not worry about half the mob being inside the cone.

    Sure, you'll want to close in for your Kin abilities, but as an opening volley that's pretty good.
  4. To be fair I also don't enhance until I get SOs at 22 (Aside from what I get as drops), but that's because I want to save my Inf. Teaming alot helps mitigate your own weaknesses as well as popping yellow skittles now and agian.

    There is, although, another reason I wait for SOs before enhancing. It's fun to see the difference between a 'wimpy little unenhanced girly hero' and a 'enhanced locked and loaded death dealer'.
  5. Or, assuming you have the slots to spare, both!
  6. I can't claim enough knowelge of Kin to know if it's useful slotting or not.

    That being said, between Kins +Damage and Sonic's -Res... This is a toon meant to help decimate AVs.
  7. If you're worried about mitigating damage then consider taking Mace Mastery for Scorpion Shield. It'll boost your S/L/E defenses, the three most common damage types.
  8. I wouldn't panic to much.

    You have Darkest Night, remember? It's -To Hit Debuff acts, more or less, as defense for you. Just remember, some mobs resists -To Hit, but for the most part Darkest Night can help you softcap or at least get you within purple skittle range, depending on what your fighting.
  9. DoctorWhat

    TW/FA new FOTM?

    I have a 43 TW/FA Brute. It can farm, although not at +2x8 yet (I want to wait until I IO out before doing that), but it IS a little AoE wrecking ball since it has 3 cone AoEs and a PBAoE. Tack on FAs Burn, Blazing Aura and Firey Embrace and that can really stack on the damage. It also benifits from Defensive Sweep adding to your Smashing and Melee defense. As FA has no inherent defense, ANY defense is good defense. And since fire farms use a lot of melee attacks (Along with one ranged) that helps mitigate damage further.

    As noted it doesn't have Rage, or double stacked Rage but my TW/FA is for general content. Farming is a side hobby.
  10. Quote:
    Originally Posted by PleaseRecycle View Post
    Ageless is amazing if you need an obscene amount of endurance plus some perks. If not, stick to barrier or rebirth. However, between barrier and rebirth, I think the way to look at it is "which can inspirations not do?" If you want something to soften the blows in a really harsh situation, purples and oranges are just about as good as barrier since barrier is massive overkill. On the other hand, greens are never as good as rebirth since greens only heal you and do not give you a colossal amount of regen.

    To phrase it more eccentrically, to select barrier is to throw up your hands and say, "No, world! I don't want to ever have to click on anything for any reason! Except for barrier, that is!" If you cast your lot with rebirth, you admit that your weakness is deeper than some might suppose, yet you face head-on the disturbing truth that your influence in your own destiny is limited, so you might as well make the most of it. Sometimes you might not need a thousand percent regeneration but a hundred or two percent won't ever be redundant even for regen scrappers.

    A bell is rung and many candles are lit. So begins the next chapter in the minutes of the scrapper destiny decision society.
    I always looked at Destiny as "What Would Fill a Bigger Hole for Me". My Inv Tank, for example, doesn't need barrier, but could use the extra heal of rebirth. My Dark/Dark Defender has two heals, and will likely get more milage out of Barrier.

    Depends on your toon.
  11. Neg on both.

    Advice on elec armor, your Immobilize/Knockback protection is in Grounded which only works when your on, well, the ground. If you jump around a lot you might want to take a -KB IO. A Zepher in your travel power should keep you from being smacked on your butt mid-jump.
  12. DoctorWhat

    Scrapper Snipe

    Quote:
    Originally Posted by Leo_G View Post
    Lol you guys can't be this clueless...

    Stalkers/Scrappers have access to THREE snipes.
    A lot of people don't know about the first two, it reasonable that fewer would know about one that needs an arc to get at.
  13. DoctorWhat

    Scrapper Snipe

    Quote:
    Originally Posted by UberGuy View Post
    That's what most of us are doing. Here's the problem. The need for that is comparatively so rare, that while technically not useless, many of us would rather have something else in that power pick or apply the slots somewhere else, because that will serve us better overall, even it it would be the perfect tool in the edge cases.

    Why do we want to avoid Martial Blitz in SSA #3? My BS/Inv Scrapper had no problems with him.
    My IOed Inv/SS tank curpstomped him too. My MA/WP scrap and TW/FA brute on the other hand had a lot of trouble with him.

    Blitz can be a real pain solo.
  14. Here's my old Elec/Elec build for referance. I only did a few quick look overs for it. It's not softcapped to S/L, but it's only 3.2% off, but end drain is much better, although not Global Rechage (Maybe if I added in purple sets...) Just for you to referance and compare.

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  15. I might try a Dark/Dark troller once i22 comes out. My Dark/Dark/Soul Defender is my only non melee 50.

    I've always used HT as a rez until an AV came along. At that point I use it as a debuff.

    Dark/Dark also seems to be a pet friendly set too, soi far.
  16. You might also want to consider a -KB IO if you find you jump around alot. Remember, Grounded only guards you from Knockback while your on the ground. If your in mid-jump when you get hit you'll be sent sailing back.
  17. Quote:
    Originally Posted by AzureSkyCiel View Post
    So I've managed to get my DP/Dev blaster to 32, and I notice while he's not terrible, he's certainly slow unless I pretty much ignore my secondary and just run in, literally, gun blazing, and I'm wondering if anyone has any good advice for building a good DP/dev blaster as well as strategies to make the most of both power sets.
    In my experance (I also have a DP/Dev Blast) you'll attack mostly with DP, but Devices, particularly Trip Mine, becomes invulable while solo. You can kill an EB by laying down a small minefield and luring it over. On teams you'll be moving too fast to really use Devices, save toe mining a few mobs.
  18. Quote:
    Originally Posted by NecroOmNomNomicon View Post
    One thing that I found while building my Dual Blades / Dark Armor Scrapper is that Dark Regeneration is so hilariously strong that you are very often in situations where it heals you for much more than your Maximum Health, even if you are capped. Slotting for Defense will always be a smart decision, but on TFs and even more likely on Incarnate Trials you will often have many people buffing your Defenses, but rarely will you have a Cold Domination toon buffing your HP with frostwork. For this reason I recommend slotting for... everything really, but try to prioritize Maximum Health and Recharge without slotting for Regeneration. A high recharge will keep Dark Regeneration up fast enough to make you unkillable, Soul Drain up (hopefully perma if you can) for DPS, and Dark Consumption up to fix those pesky Endurance problems. Dark Regneration is oftentimes LIMITED directly by your total Health, which is why I suggest this path. If through your fault or the fault of others you end up at a point where the enemies you are fighting have their minimum chance to hit you, your chance of survival will depend heavily on Dark Regeneration. More Health means you NEED it less, and more Recharge means you HAVE it when you NEED it. I wouldn't place Defense bonuses as high on my priority list on a Dark-Dark than say any Willpower toons.

    Alternatively ignore this and go for the Rebirth Destiny that gives +HP, but that probably won't give you as much survival as Barrier Destiny's +Def and more importantly +Resist will give you, and I heartily recommend Barrier on most melee toons... there are exceptions.
    To be fair I'll use it both in solo and on teams, and I usally try and get defense because I like the idea of not getting hit. But, yeah, that's all good insight on Dark Armour. Thank you.
  19. DoctorWhat

    Scrapper Snipe

    My Dark/Dark/Soul Defender uses Moonbeam as another attack. Mind you, we are talking about a trio of sets which has enough -To Hit to floor an foes chances of hitting you to next to nothing, so worrying about getting hit isn't that much of a concern, particulaly on teams.

    A scrapper, meanwhile, doesn't have much use for a snipe. If you have the spare power space then I guess it would be useful for pulling, but Mu Bolts/Gloom would be almost as good and would be usable mid-combat.

    There are a lot more utility powers I'd take over this, Recall Friend/Teleport Foe, Hasten, Aid Other, Stealth, anything from the Leadership Pool... That's not even getting into the Epics/Patrons.

    Snipes for ranged ATs? Yes please. Snipes on melee ATs? Eh, pass.
  20. I've been tooling around with the idea of making a Dark/Dark toon, either scrapper or brute, for awhile before making a scrapper one. I think I have a fairly workable build here, but asking for a quick little once over for the sake of it. Note powers aren't going to be taken as they are in the build, it's just for numbers sake.

    End Recovery, once all the accolades are obtained, will be 3.77/sec. The drain however, is a rather heavty 1.48/sec, although Dark Consuption can mitigate that. I think I'll keep either Cloak of Fear or Death Shroud off until I can get edurance managment under thumb. Soul Drain is slotted for damage, and Dark Consuption is half slotted for damage, half for end mod allowing for both muling sets and a little extra damage.

    Global Recharge is decent but not great at 45%, but I don't think Hasten will help that much, or at least I know I'd never use it enough. I never seem too... Defense is much better, with roughly 33% to S/L/E/N, so a purple skittle will softcap it. A +Stealth IO is Sprint plus Cloak of Darkness should allow me to stealth missions as needed. Throw in Recall Friend for teams for more fun.

    3 -KB IOs should cover my butt on that end, while Combat Jumping will keep me from being Immobilized at the lower levels.

    I imagine that with the defense added to Dark Armor's resistances the character's survivabilty will be very good. Cloak of Fear will make it better, particularly with Touch of Fear locking down LTs (Maybe bosses, I can't remember what mag is needed to hold them). Top it off with two heals (Dark Regeneration and Siphon Life, the latter being an attack, but still with a nice little heal attached) it should take something big to knock it down. Toss in a Musc Core Alpha, Void Core Judgment, Reactive Radial Interface, Ruularu Lore Core and Ageless Core Destiny...

    I think it could be fun.

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Countess Midnight: Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Dark Armor
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Flight
    Power Pool: Teleportation
    Ancillary Pool: Body Mastery
    Hero Profile:
    Level 1: Shadow Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37), Mako-Acc/EndRdx/Rchg(37)
    Level 1: Dark Embrace -- RctvArm-EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx(15), RctvArm-ResDam/EndRdx/Rchg(17), S'fstPrt-ResDam/Def+(48), S'fstPrt-ResKB(48)
    Level 2: Smite -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Acc/Dmg(37), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(40)
    Level 4: Murky Cloud -- RctvArm-EndRdx(A), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/EndRdx/Rchg(15)
    Level 6: Shadow Maul -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-Dmg(7), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43)
    Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(40), Mako-Acc/EndRdx/Rchg(43)
    Level 10: Obsidian Shield -- RctvArm-EndRdx(A), RctvArm-ResDam(11), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/EndRdx/Rchg(13)
    Level 12: Boxing -- Empty(A)
    Level 14: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx(19), RctvArm-ResDam/EndRdx/Rchg(21)
    Level 16: Dark Regeneration -- Theft-Acc/EndRdx/Rchg(A), Theft-Heal/Rchg(34), Theft-Acc/Heal(34), Theft-Acc/EndRdx/Heal(36), Theft-+End%(36)
    Level 18: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(21)
    Level 20: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42), Krma-ResKB(48)
    Level 22: Dark Consumption -- Erad-Dmg(A), Erad-Dmg/Rchg(23), Erad-Acc/Dmg/Rchg(23), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-Acc/Rchg(27)
    Level 24: Fly -- Zephyr-ResKB(A)
    Level 26: Soul Drain -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Dmg(29), Oblit-Acc/Rchg(46), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(46)
    Level 28: Cloak of Fear -- N'mare-Acc/EndRdx(A), N'mare-EndRdx/Fear(29), N'mare-Acc/Fear(42), EndRdx-I(45)
    Level 30: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
    Level 32: Midnight Grasp -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg(33), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(45)
    Level 35: Conserve Power -- RechRdx-I(A)
    Level 38: Death Shroud -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-%Dam(39), Erad-Acc/Dmg/Rchg(39), EndRdx-I(42)
    Level 41: Physical Perfection -- EndMod-I(A)
    Level 44: Recall Friend -- Winter-ResSlow(A)
    Level 47: Touch of Fear -- N'mare-Acc/Fear/Rchg(A), N'mare-Acc/Rchg(50), N'mare-EndRdx/Fear(50), N'mare-Acc/EndRdx(50)
    Level 49: Hover -- LkGmblr-Rchg+(A)
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    Level 50: Musculature Core Paragon
    Level 50: Void Core Final Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Rularuu Core Superior Ally
    Level 50: Ageless Core Epiphany
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(31)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(45)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run

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  21. Super Strength for me, way too often.

    Also, Inv and WP.
  22. I've had good interactions with the GMs thus far myself.

    But yeah, still the fact that there is a potential for abuse doesn't mean it shouldn't be done. You can have a female mastermind that pimps out her male mercs/ninjas/thugs. You can make bios that make you seem like a lusty goddess of... lust.

    And, as I stated, even just alternate skins, female or not, is long, long overdue.
  23. Quote:
    Originally Posted by kinaki View Post
    Dark Control does indeed look nice. It helps make up for just how godawful Dark Assault is.
    What's Dark Assault like?
  24. DoctorWhat

    SS and more aoes

    [QUOTE=Johnny_Butane;4078681](Snip)

    Hurl, while being a decent ranged attack, needlessly locks you out of one of the game's four travel powers.

    (Snip)

    The set's animations are terrible, phoned in recycles of weapon attacks. The set feels very slow. For many people, it fails to convey the sense of power it should. It has simply not aged well compared to the new kids on the block StJ and TW, who are much more polished.
    [QUOTE]

    On the first, it doesn't lock you out of them, you can use Fly. HOWEVER if you want a hover tanker/brute, don't pick SS because Hurl and Footstomp won't work while flying. Land first.

    Also the set now has alternate animations that looks MUCH better. Jab looks like a Jab, Haymaker looks like a Haymaker, ect. On all my SS toons I change the animations now.
  25. Quote:
    Originally Posted by BrandX View Post
    Last I recall, Lore stated Rhode Island gained some new terrain and area when an earthquake happened and an underground city was revealed.

    Doesn't take much for me to let slide, that Paragon City was errected over this new landmass.
    Pretty much.

    This is a game where you can play people who are super strong, can shrug off miniguns, breath fire, ect. It's not the real world. Suspension of disbelief is encouraged.