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Posts
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Joined
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Quote:That is what the complaints are over. Being in the middle of a group, using powers that are best suited to a group being near you and suddenly the group being scattered to every direction of the compass.I love how you assume its the other being ignorant. KB powers can bring an immense amount of helpt to a group. If a group scatters I just switch to hard hitting single target fire to gun them down in a blink. If you want to hit the big group first then be there first.
And the dynamic doesn't just hurt people who are playing melee classes. I was playing the group healbot yesterday (I made the character to be healing focused so no complaints with that) and so long as the group stayed close two of my heals, one a toggle, the other used on demand, hit everyone in the group and there were no problems. As the group evolved over three hours we got in come people who were fond of knockback. Guess when it became considerably more of a challenge to keep everyone healed? When they were scattered chasing mobs that had been sent everywhere by knockback.
Quote:People wrongly call it scrapperlock when its actually called WHo Is the better killer. dont expect others to hold back so you can get your perfect shot every time. That is no better a sense of team play then a leeroy.
Quote:Being a good team player is about you adapting to whoever you have along, not asking them to hold back so you can feel more special.
I have been in group situations where knockback was (or would have been) useful. The other night where the group was two friends of mine and me on a stalker, a corruptor, and my blaster. In that group the stalker wasn't going to hold group aggro and the corruptor wasn't going to exercise enough control to keep everything locked down. In that situation knockback might have had some merit. As it was, having a hold, an area sleep, and a single target disorient worked well with the area slow and single target hold the corruptor had, but knockback certainly would have been a useful tool. I will also tell you, groups of such composition are, in my experience, the exception.
Generally the larger the group, the less likely it is you are short on people who hold a group on themselves and more likely you are to have people who deal in area damage (including other blasters).
Quote:My only question to the blaster scattering mobs is why didnt the first shot wipe at least half of them out? -
Quote:Certainly the case, which is why if that happens I make mention of it and hope for better the next time around. I get that people are used to operating in certain ways from soloing which holdover to when they team and that Blasters, by dent of how they have to play when solo, tend to carry the knockback bug with them to the group.As with all things, it depends on the circumstances. Yes, the Explosive Blast right in the middle of the spawn you have targeted with your various AoE powers can ruin a well-laid plan. It may not be that the Blaster doesn't care, they simply may not know any better.
My problem was strictly with the notion voiced in the OP that a blaster sholdn't even care about anyone else, which came off as pooh-poohing the complaints by others as some sort of desire on their part to stroke their e-peen in pursuit of higher DPS figures. I trust that wasn't the intent but more of a confident, do what is for the best of the group feel being shot for. -
Personally I took both beginning attacks and Jacob's Ladder. But if you're going to skip one, common consensus seems to be to skip Havoc Punch.
As for Thunderstrike. . .I can't imagine not taking it. Lightning Rod does not break hidden status. So Lightning Rod followed by Thunderstrike tends to be a nice way to suddenly be at just mopping up.
My only experience with EA is on a Brute. On him I am finding it to be a very nice defensive set. -
Quote:Had me going until this part.But we still catch flack from time to time from some circles. Whats that? You dont like when I do Knockback? Im sorry Mister Uber DPS Purple Build, I guess your stats will suffer because you now have to walk 20 feet to hit your target.
Way too many times I have been in the midst of an AE power on a long timers only to have everything around me suddenly hurled to every point of the compass. Gee, my Soul Drain, Dark Consumption, Energy Drain, or heck, a PBAE blast was just wasted because some "I don't care about the other players in the group" blaster decided it would be fun to scatter everything.
Yes, Knockback is a survival tool when you're solo. In a group it may be beneficial in rare circumstances, but those times are far more rare than those times when it is detrimental. -
Quote:Oh its even better than that for Stalkers, who don't get Power Siphon but Build Up instead.Kinetic Melee is supposed to be better on Scrappers (and Stalkers) due to the final power resulting in an instantly recharged Power Siphon if you land a Critical Hit with it. As Brutes (and Tankers) can't make Critical Hits a large functionality of the power-set is wasted on them.
Striking from a Hidden state guarantees a crit, so you pop Build Up, use Concentrated Strike, and in the process renew Build Up even though Concentrated Strike can't crit (doesn't need to as it does a truckload of damage). -
Quote:The downside to SS/Inv to my eye when discussing survivability is its lack of a heal. Trust me, on my SS/EA I find myself eagerly awaiting the heal I will get in the 30s. Of course, if nothing survives your initial burst that is less of a problem, but unless you're waiting for Spring Attack to recycle you have room to find yourself in situations where healing would be a plus.My current build opens up with Spring Attack, then Foot Stomp, then begins laying about on anything still moving with ST attacks.
But yeah. . .Fury plus Rage. . .just a beating waiting to happen. -
Back in my first pass through CoH (beta and the first year of release) I made a DM/Inv Scrapper and marvelled at how tough he was (and also how DM/Inv was seen as inferior to DM/Regen and DM/SR).
Had the AT existed at the time, given the background I gave him (a reformed bad guy) he would have been made as a Brute. I honestly can't imagine how SS/Inv could be as silly survivable as DM/Inv on a Brute. -
Quote:And what is to say they do not have sufficient numbers amongst themselves to keep the selling value exactly where it is? If you have 100 billion influence under your sleeve, you can buy anything you want and not care, so 90+% of the market refusing to buy isn't going to keep you from buying. Likewise, whatever asking price you set isn't producing income you absolutely have to have to afford something new so you can post for a price and let the item sit there for weeks and months until it sells.Or maybe players who insist on spending stoopid amounts of Inf on something need to grow up.
Imagine a car dealer tries to sell a car for 2 billion dollars. No takers? Didn't think so. Why? Because the buyers don't think it's worth it. Boycott that dealer and he'll either go out of business or drop his prices.
I used to RANT about how unfair the Market is to the little guy. Then I realized that everything is worth what the buyer pays for it. If everyone crying about the high cost of stuff simply stopped buying it for a month the prices would tumble. The guys farming and selling uber drops for billions are counting on the 'OMGGOTTAHAVEITNOW!' attitude.
It may not seem reasonable that people with lots of cash squander it, but its what I've been observing in the market on my server. Recipes you can go to the university and purchase for 12K are selling on my server for 300K. Why? The only thing I can think of is because some people have so much influence to spend it literally is worth it to them to not make the side trip to their base or the university to go ahead and be overcharged 2499% as opposed to taking the extra minute to get what they want for an appropriate price.
With that type of money sloshing about and the number of people it must be to sustain such ludicrous prices I doubt a boycott would have much impact.
Edit: For the record, I don't care one way or the other about AFK farming. It would seem to me to be like what other players have said--a means that produces more goods than would otherwise be available. -
Thank you for the input planet_J.
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I tend to look upon Boxing on my characters as a chance to spend slots elsewhere. You only get to add 67 slots to your powers. If Boxing were a greatly useful power it would be one more power competing for the limited number of slots you get.
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All of my characters have backstory and concepts, but it would be a bit long to detail them all. Two of my more recent follow.
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Sudden Shot is my DP/Time Corruptor who grew up poor and had fallenl in with a local gang before his mutant ability to manipulate time manifested. When his ability to stretch time developed, he moved up quickly in the gang hierarchy and was responsible for a lot of theft and intimidation. Who wants to go up against a punk with a gun who isn't afraid to use it who can slow you down and/or speed himself up?
Stopped before he could go too far by a hero (friend of mine's Tanker) who could shrug off bullets and had endurance to keep coming even if slowed, Sudden Shot was put on the path to reform and eventually went out on the streets to give back for what he'd taken.
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Vikram Prasad was driving across country to visit his pregnant daughter as she neared giving birth. A powerul storm came up as he passed through a desloate stretch of terrain and while making his way carefully through the storm his grandfather saw a person he took as a pedestrian passing along the road. Knowing the road went on for a dozen miles or more before there would be anyplace for the person to get out of the rain, Vikram pulled over and insisted the person get in out of the rain.
Explaining that he was on his way to she his pregnant daughter because she was nearing birth, Vikram asked the stranger, who looked a bit impoverished and down on his luck, what he was doing walking along the road. The stranger replied strangely, "I was enjoying the storm." When he dropped the stranger off in a villiage a dozen miles later, the stranger offered to pay Vikram for his hospitality. Vikram refused, instead asking the stranger to simply offer a blessing at the first temple he came across for his daughter and new grandchild.
Perhaps the mutation that gave Satish the ability to generate electricity was a coincidence, but his grandfather believes the stranger he thought he was helping was more than he appeared. While he can not project lightning like various others can, Satish can so greatly charge his hands that the charge is prone to leaping short distances towards things his hands are near. While impressive, Satish thought it too inferior to pursue a career as a superhero (and he was raised to be more pragmatic than to go running around like others in spandex). Instead he was drawn to military service, where he was trained in covert operations. As it turns out, the government has use for someone with his combination of talents and training and he ends up bringing in regular stream of dangerous, super-powered criminals. It is just that he does so secretly, outside the limelight that others draw to themselves. The tag name he has taken and that is now whispered on the streets by the most notorious is Ghost Shock.
Ghost Shock: Electric Melee/Ninjitsu Stalker -
Assuming nothing comes up in real life to interfere, I would like to participate.
I would probably want to run my scrapper KM/SD scrapper Intransigent, but depending on what the group needs could offer up a 35 DP/Time Corruptor or 33 Elec/Ninjitsu Stalker. -
Okay, taking it there are not many KM/SD's out there, but surely there are people out there who play KM/* or */SD.
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Thank you. Just trying to make sure I understand where everyone is coming from in the conversation.
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I happened to make my stalker without reading up on the AT here on the forums and lucked into ElM/Nin. It has been a fantastic combo, and having picked up Lightning Rod this past weekend has taken my enjoyment level to just plain silly, wrong fun levels.
I've even gotten a few comments about how wrong my character is. -
After a hiatus of 6 years, I have returned to City of Heroes and am apparently planning (judging by the number of characters I have made) to stick around for a while. Rather than try to fix up one my of previously existing characters, I figured I would play up new ones while trying to read up on ED, reward merits, and the invention system.
The flagship of the new bunch is the 39 Kinetic Melee/Shield scrapper. The first problem in contemplating IOs is my relative poverty (though with an Armageddon recipe drop, I hope to be a little bit less poor in the near future). So I have tried to keep the cost from ballooning. My first go at a build for him follows:
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Intransigent: Level 50 Magic Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Quick Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(43)
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(9), LkGmblr-Def(17), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(27), RctvArm-ResDam(31)
Level 2: Body Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(43)
Level 4: Smashing Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(42)
Level 6: Super Jump -- Empty(A)
Level 8: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(13), LkGmblr-Rchg+(17)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(23)
Level 12: Power Siphon -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
Level 14: True Grit -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx/Rchg(46), Panac-Heal(46), Panac-Heal/+End(48)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Burst -- Erad-Dmg(A), Erad-Acc/Rchg(19), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(23), Erad-Acc/Dmg/EndRdx/Rchg(31), Erad-%Dam(37)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(37), Aegis-ResDam/EndRdx/Rchg(39), Aegis-ResDam(45), Aegis-Psi/Status(46)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(34), LkGmblr-Rchg+(34)
Level 26: Combat Jumping -- Empty(A)
Level 28: Spring Attack -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(40)
Level 30: Grant Cover -- Empty(A)
Level 32: Concentrated Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(39)
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(39)
Level 38: Conserve Power -- RechRdx-I(A)
Level 41: Physical Perfection -- P'Shift-End%(A), Numna-Heal/EndRdx(42), Numna-Heal(43), Numna-Regen/Rcvry+(50)
Level 44: Focused Burst -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(48), Entrpc-Dmg/Rchg(48), Entrpc-Dmg/EndRdx/Rchg(50), Entrpc-Heal%(50)
Level 47: One with the Shield -- S'fstPrt-ResDam/Def+(A)
Level 49: Phalanx Fighting -- Empty(A)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Code:I posted the above build here and deadboy_champion was kind enough to give some feedback before suggesting I post in the Scrapper forums.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1462;680;1360;HEX;| |78DA6594594F135114C767DAA908B4A5C352D6AE02651DDB80CF46450D91269846A| |3A0D4B15CDA2BCDD0B413A4BEF901DC1FFC028AFAE2F772017D77A9A7F77FA80933| |69F39B3973D6FFBD73F3072BC1CFD79F5ED4F4F095AADD68140BA5BA5DAB897A206| |F976549A32BB8EAB875DB69C8B270DC2E32C44E7C8A795115C2BA211DE1CA52F192| |EBDAA5DD44E7ED8AD8114E4358858A14D5ED934773D5A9883AA5B24E6E82EB7B7B5| |56B4DD835E99443EAE19A2C575C7AEA514F859A10DBA6BA5D75F665433E9455E936| |CDAB3559B22EEF6D378B79BBE18A7A7384BA9BA2FF1D53E3AB15D036081943F36D8| |267EF813DF7C1D92D70AEC8F61051E7D808DDE428A61F8C0C8263715DF98E25C078| |1ABC6B7228C5EAA7EA1AA7EA664ED5DDA0583FC7FA773455C72883672A4C09861F8| |1B3BBE0302D4B00B15AA04597D64B5374610A5F174F11E4EE234360887CBAE1A377| |CF235394B949DDF4EA01D54DEF3B1FE2DF83E14330F3015CF8C8FCC47E9437C40A8| |658A911566A84955A4C31937E15733E058629B64FD7D5247D29F4B245BD98AC8CF9| |856AC40CADFF2BF31B18FD0EC68FC0C96350276506589901A58C9F2C43E8CE18CA4| |289C91C38BD042E2C838B174083628659CD615633C56AA658CD28F98CC2471B5595| |F4A8A68DA3B631BE8F59261E330FC07813CC3C0123347F8CB3C4549607347A82A74| |FF0BE48F2BE48F2BE48F2BE48F1BE98E67D6152B634C7A67F6175CEFD66FE61FE05| |275BE0B4869528F8F12DB53B99E25D7148F966D09D7FE62DFC676F62FEB95B60EE3| |658A4BEE779FAF9678434ADF273E60B30F792F90AECA7FC16D7B4DA82D30AF6912D| |CB8A649522473DF495B14557961F1ECBB1C7F2F3BFC5A7BF46EF836F983CCB84D13| |937E8D78E4A189DD3A035E7799BF558721ECB92C7B2ECB1AC792CEB46E724E1FEBB| |239DF3A1F50F336CFBA2| |-------------------------------------------------------------------|
A bit concerned with how the defensive powers came available prompted me to consider a second build:
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Can anyone, with respect to my relative poverty, suggest some alternatives that keep the overall price down, perhaps result in stronger defense numbers, and doesn't take forever to mature defensively?
Thanks in advance! -
I am not particularly wed to Quick Strike. My big problem is trying to squeeze too much into too few sub-30 levels. I want good defenses, I want DDR, and I want enough attacks not to be standing around waiting for recycle. Sadly, something has to give.
Thanks for all the advice. I'm looking over your suggestions and playing with them. Guess I'll try posting in the Scrapper thread. -
One final question. . . .
I am a bit concerned at the pacing at which defenses improve, so I worked out an alternate progression which brings his defense values up more quickly at the expense of Quick Strike not coming available until late--level 47. On the positive, not using Quick Strike every time it is up saves 1.46 end/sec. (Quick Strike rarely finishes off anything or does such significant damage, so I am not sure I'll miss having it except as a filler between other attacks.)
Or am I better off leaving well enough alone?
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Body Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(34)
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(7), LkGmblr-Def(9), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/Rchg(27), RctvArm-ResDam(31)
Level 2: Smashing Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(37)
Level 4: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(9), LkGmblr-Rchg+(15)
Level 6: Super Jump -- Winter-ResSlow(A)
Level 8: True Grit -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(40), Panac-Heal(42), Panac-Heal/+End(43)
Level 10: Active Defense -- RechRdx(A), RechRdx(11)
Level 12: Power Siphon -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(13), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(46)
Level 14: Boxing -- Empty(A)
Level 16: Against All Odds -- EndRdx(A)
Level 18: Burst -- Erad-Dmg(A), Erad-Acc/Rchg(19), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(23), Erad-Acc/Dmg/EndRdx/Rchg(31), Erad-%Dam(37)
Level 20: Phalanx Fighting -- Empty(A)
Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(39), Aegis-ResDam/EndRdx/Rchg(39), Aegis-ResDam(39), Aegis-Psi/Status(42)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(25), LkGmblr-Rchg+(25)
Level 26: Combat Jumping -- Ksmt-ToHit+(A)
Level 28: Spring Attack -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Dam%(34)
Level 30: Grant Cover -- Empty(A)
Level 32: Concentrated Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(40)
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(40)
Level 38: Conserve Power -- RechRdx(A)
Level 41: Physical Perfection -- P'Shift-End%(A), Numna-Heal/EndRdx(42), Numna-Heal(46), Numna-Regen/Rcvry+(50)
Level 44: Focused Burst -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(45), Entrpc-Dmg/Rchg(45), Entrpc-Dmg/EndRdx/Rchg(45), Entrpc-Heal%(46)
Level 47: Quick Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
Level 49: One with the Shield -- S'fstPrt-ResDam/Def+(A)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Quote:Is this really much of a decision? You have 5 seconds to do the next manuever in a chain. So shouldn't it be Burn and then continue with the chain?And less interrupting of your combo-based system attack chains. When burn is up, you will have to decide if the chain is worth it over the sweetness of burn. Seems undesirable to me.
I will echo that if redraw is an issue for you that DB/FA has a lot of it and add that on my Brute I have found it to be a bit endurance hungry. -
Thank you for the suggestions.
Are the defensive numbers okay, or is there a way to push them a bit higher that does not involve extreme costs? -
I have returned to CoH after a 6 year hiatus and been having a grand time with power proliferation. The character I think will be my new main is the KM/SD scrapper I've been working up who is at 38th level.
ED and the Invention system are things that have been added since I left and while I would love to go hog wild with slotting the fact of the matter is I can't remotely afford anything too expensive. So I have tried to come up with relatively inexpensive slotting options that get him to defense caps. The thing is he I am still fractionally short of getting him there.
I am happy with the power selection and even the ordering of powers. But if anyone can suggest better slotting (or heck, just better build if what I have isn't workable), I'd appreciate the input.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Intransigent: Level 50 Magic Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Quick Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(43)
Level 1: Deflection -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(9), LkGmblr-Def(17), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(27), RctvArm-ResDam(31)
Level 2: Body Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(43)
Level 4: Smashing Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(42)
Level 6: Super Jump -- Empty(A)
Level 8: Battle Agility -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(13), LkGmblr-Rchg+(17)
Level 10: Active Defense -- RechRdx-I(A), RechRdx-I(23)
Level 12: Power Siphon -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(45), GSFC-Build%(45)
Level 14: True Grit -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam(25), RctvArm-ResDam/EndRdx/Rchg(46), Panac-Heal(46), Panac-Heal/+End(48)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Burst -- Erad-Dmg(A), Erad-Acc/Rchg(19), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(23), Erad-Acc/Dmg/EndRdx/Rchg(31), Erad-%Dam(37)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(37), Aegis-ResDam/EndRdx/Rchg(39), Aegis-ResDam(45), Aegis-Psi/Status(46)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(34), LkGmblr-Rchg+(34)
Level 26: Combat Jumping -- Empty(A)
Level 28: Spring Attack -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(40)
Level 30: Grant Cover -- Empty(A)
Level 32: Concentrated Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(39)
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(39)
Level 38: Conserve Power -- RechRdx-I(A)
Level 41: Physical Perfection -- P'Shift-End%(A), Numna-Heal/EndRdx(42), Numna-Heal(43), Numna-Regen/Rcvry+(50)
Level 44: Focused Burst -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(48), Entrpc-Dmg/Rchg(48), Entrpc-Dmg/EndRdx/Rchg(50), Entrpc-Heal%(50)
Level 47: One with the Shield -- S'fstPrt-ResDam/Def+(A)
Level 49: Phalanx Fighting -- Empty(A)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(21)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Quote:This++Regarding Heroic Le- er, Spring Attack, the ability to get through blocked doorways is worth the price of admission alone.
I had recently taken Spring Attack on my scrapper and was standing at a doorway, unable to attack anything because another melee was in the doorway blocking me. Then I remembered Spring Attack is a teleport and so dropped the targetting circle in the room and <BAM> was in the room able to apply beatdown.
I started an SS/EA Brute this past Sunday and look forward to Energy Cloak because (a) it has good defense numbers and (b) looks cool (I know. . .not the best consideration when twinking out a character, but my gosh, if you can get looks cool and good value, why wouldn't you?). -
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I just am not familiar enough with those powersets to have much of an idea. They all look equally viable to me.