ExtraGonk

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  1. hmm, personally i think ED and the whole thing with duncing the tanks previous stupidly over powered plough thru the whole mission without a care for the mobs has been good.

    now the whole playing field has been leveled, not just on tanks but across the whole game, tanks are not just meat shields that only need teams for damage, they can play a bit more individually.

    'healers' aint the be all and end all of empathy, as can be seen in the backlash against the very term.

    it seems to me that the different power sets are actually appreciated for their differences now and play style can make the game more fun now than before when it was all about min/maxing your tank to be uber.

    and interestingly with this diversification bad players are more obviously bad and good players are more obviously good.
  2. only the arcane one fits in the 2x2 room, i suppose this is why they made the 2x2 and the 3x3 teleporter room teh same cost.
  3. [ QUOTE ]
    Touch of fear i'd avise getting much earlier than 49 and also slotting it a lot more. I currently have 2 Acc, 3 ToHit debuffs and 1 fear dur on mine and it works a treat. Slotted for ToHit debuffs makes this power a very powerful tool.


    [/ QUOTE ]

    Cheers for this, i changed the Fearsome Stare slotting on my dark defender to slot for tohit debuff and it rocks now
  4. Further to the ACC and ShadowMaul, I found when i had ShadowMaul everything else i could cope with missing on, SM had to hit otherwise it was a risk, so that always had 2 ACC in it to try and guarentee a hit, once i dropped SM from the build missing stuff isnt that much of an issue any more as that miss doesnt kill my dps (and me) for more than 1 quick punchs worth.

    I used ShadowMaul from level 4 all way to 50 and it was the staple part of my attack: air super, SM, smite and finish with MG. Dropping SM was hard but it has been to my benefit, wont suit all of course but i'd certainly recommend trying playing without and see what you think.
  5. yep, this is a respec, concerning the ACC, and the actual slotting, this i'd always take under advisement, levelinging up until you hit SO's the ACC is a bane, but once i hit FA and got it 4 slotted with tohits the ACC in the attacks made no difference (I4 build, the I6 current 3tohits isnt as good but certainly not missing much), in fact with them slotted (and using acc insp) it felt like i missed more, thus all ACC was dropped everywhere. with the additional tohit and end mods in soul drain and DC i need less mobs to get that bonus.

    the recharges, they are great, everythings always available, and the way i play all my toons is to concentrate on a small number of attacks and get them 6 slotted asap. and as mentioned with QR and stamina 3 slotted you dont worry about endurance even with the hasted recharged up fast attacks that cycle much much faster than when i had the character perma hasted and shadowmaul in the build.

    building this again to 24 i'd do this:

    shadowmaul and shadow punch could be interchanged, but with shadow punch your free time between hits is more frequent so more chance at running, healing and changing target.


    Hero Profile
    ============
    Level 1: Shadow Punch Dmg(A),Dmg(3),Dmg(11),Acc(13)
    Level 1: Fast Healing Heal(A),Heal(15),Heal(21)
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Smite Acc(A),Dmg(3),Dmg(11),Dmg(13)
    Level 2: Rest Empty(A)
    Level 4: Quick Recovery RecInc(A),RecInc(5),RecInc(5)
    Level 6: Air Superiority Acc(A),Acc(7),Dmg(7),Dmg(19)
    Level 8: Hasten RechRdx(A),RechRdx(9),RechRdx(9)
    Level 10: Reconstruction RechRdx(A),RechRdx(15),RechRdx(21)
    Level 12: Touch of Fear Acc(A)
    Level 14: Super Speed Run(A)
    Level 16: Integration EndRdx(A),Heal(17),Heal(17),Heal(19)
    Level 18: Swift Run(A)
    Level 20: Hurdle Jump(A)
    Level 22: Stamina RecInc(A),RecInc(23),RecInc(23)
  6. ExtraGonk

    sappers

    nooooooooooo!!!

    making them LT's would mean giving them more hitpoints thus prolonging the pain
  7. this is my current build...

    Its a respec build so i wouldnt take these in this order if i was going to start again with this primary/secondary.

    if building from scratch i'd bring things like touch of fear right forward as its most useful at the early levels.

    bit points of note: it doesnt have tough/weave so you're going to be a bit squishier than other tough'd scrappers

    travel powers are superspeed and fly - air superiority is the cornerstone attack in your attack cycle, its the only real defence the build has.

    no shadow maul: this was a tough one, i have used shadow maul since day 1 in coh retail and although good i have come to somewhat loath it, the length of animation lock in really does get you killed and you can do more damage using smite, shadow punch and air super as an attack cycle than with shadow maul, without the risk factor. saying that it does have the benefit that your endurance regens while you're stuck in the animation thus you dont burn thru it as fast.

    PlayStyle:
    I generally take the support protection role, or the minion clearance role, get in the thick of it, ToF the Lts and kill the minions as fast as possible, ignore the bosses, everyone else always concentrate on the bosses so theres no point doing it as well as them. once minions are clear then move up the order.

    In this current build its primarily focused around using Energy Torrent, fight one group and switch targets to ET thru as much of all the mobs as possible, then switch back to the previous mob to continue the fight, doing this means you're protecting your team, not just yourself. ET on scrappers is mostly a knock down not a knockback power (unless you're hitting much lower levels), and thus the mobs stay put, they just fall over.

    this is a good fun build, you will die a bit but thats part of the fun, i always play my scrapper as close to the edge as possible, and the risk fun factor is huge.

    It took me 2 issues to decide on this build (prior to respeccing last week he was still on a S4 I4 build) and this change in spec has reinvigorated the character hes fun to play again and presents new challenges.


    Hero Profile
    ============
    Level 1: Smite Dmg(A),Dmg(3),Dmg(11),RechRdx(15),RechRdx(36),Rech Rdx(37)
    Level 1: Fast Healing Heal(A),Heal(9),Heal(13)
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Shadow Punch Dmg(A),Dmg(3),Dmg(11),RechRdx(15),RechRdx(36),Rech Rdx(37)
    Level 2: Rest Empty(A)
    Level 4: Quick Recovery RecInc(A),RecInc(5),RecInc(5)
    Level 6: Hasten RechRdx(A),RechRdx(7),RechRdx(7)
    Level 8: Air Superiority Dmg(A),Dmg(9),Dmg(13),RechRdx(17),RechRdx(37),Rech Rdx(39)
    Level 10: Swift Run(A), Run (40)
    Level 12: Dull Pain RechRdx(A),RechRdx(21),RechRdx(34),Heal(36),Heal(4 0),Heal(40)
    Level 14: Super Speed Run(A)
    Level 16: Integration Heal(A),Heal(17),Heal(19),EndRdx(19)
    Level 18: Dark Consumption RechRdx(A),RechRdx(21),RechRdx(27),RecInc(27),RecI nc(46)
    Level 20: Hurdle Jump(A)
    Level 22: Stamina RecInc(A),RecInc(23),RecInc(23)
    Level 24: Resilience ResDam(A),ResDam(25),ResDam(25)
    Level 26: Reconstruction Heal(A),Heal(42),Heal(43),RechRdx(43),RechRdx(43), RechRdx(46)
    Level 28: Instant Healing RechRdx(A),RechRdx(29),RechRdx(29)
    Level 30: Soul Drain RechRdx(A),RechRdx(31),RechRdx(31),ToHit(31)
    Level 32: Midnight Grasp Dmg(A),Dmg(33),Dmg(33),RechRdx(33),RechRdx(34),Rec hRdx(34)
    Level 35: Fly Flight(A)
    Level 38: Moment of Glory RechRdx(A),RechRdx(39),RechRdx(39)
    Level 41: Conserve Power RechRdx(A),RechRdx(42),RechRdx(42)
    Level 44: Focused Accuracy EndRdx(A),EndRdx(45),ToHit(45),ToHit(45),ToHit(46)
    Level 47: Energy Torrent Dmg(A),Dmg(48),Dmg(48),RechRdx(48),RechRdx(50),Rec hRdx(50)
    Level 49: Touch of Fear RechRdx(A),Fear(50)
  8. ExtraGonk

    Teleporters

    I'm surprised that the beacon teleport dont offer some sort of return port trip, so you would tp to this hazard zone then be able to use a return item which would port you back to the base.

    another odd thing i get, if i edit the beacons and change em round, once i've used them the next time i enter the base the game just fails to load the base and it just gets stuck on the loading screen.
  9. gratz from the monkeys!


    still no inf for exemping though :P
  10. YES!!!

    Very nicely done Mercy, its been a pleasure teaming to 50 with you, roll on Faith!! )
  11. ExtraGonk

    Regen question?

    totally with the question on the point of getting fitness too, you can never have too much endurance after all
  12. i'd recommend reading the tank forum for invul guides, its pretty much the same deal, you need all of them.

    and imho unstoppable, use it love it. i really dont understand when people have a hard time with these click timed powers that have a crash, the crash is part of the fun not the end of it.

    my only top tip would be that while fighting a small number of stuff and you have a tank in team, you can turn invincibility off and you wont peel agro from them and as there aint many baddies the defence buff doesnt really come into it.
  13. I found taunt just takes too long to execute, provoke is a faster cast.

    I dropped taunt from my low level tank to concentrate on making the best secondary tank as possible, my main tank still has it but its under review, since I5 i find myself just not using or needing to use it, even when im the primary tank in the team.
  14. ExtraGonk

    Midnight Grasp

    i felt the same when i first picked it up, bit of a let down but now when i'm respeccing it gets 6 slots asap, at the moment its 3 damage and 3 recharge and its good to go (all +2 or +3)

    its great fire and forget on an even con mob.
  15. does it still have the really long animation? it was that alone that made me drop it as soon as i saw it working.
  16. Big big gratz to psygon for hitting her 3rd 50 yesterday, Psydeways the Stone Energy Tank combo for teh win!

  17. Unstoppable - i took this at 41 and when i respecced i brought it in at 32.

    to me its not just a panic button, i use it every other fight, or big mob, it means i punch this off, drop my toggles (except invinc for the taunt aura) and lay waste to the enemy, knowing that the empath or healer type doesnt need to worry about me for 3 mins - means they can look after the rest of the team...

    in i4 invulnerability felt much the same with it as without it. now the games moved on when you fire off unstoppable off i hear a Unreal 'Godlike!' kick off in my head, its great - back to the I4 invincible feel.

    Since I5 i've probably enjoyed the difference between unstoppable and normal more than ever

    and to date i can recall 1 time being killed with unstoppable on, 2 times where i forgot i had it running and started on the next group and it crashed and maybe 5 times mid fight when it crashed, which aint bad going - not counting those times where you just know you are gonna die regardless, not mentioning any infernal missions at all...
  18. i gave it a whirl for a half day running perma whirlwind, i found that as it bounced people so high into the air that my dps was really low as i only got a chance to hit them once every bounce, so while i wasnt getting hit much i wasnt hitting much either.

    I tried it when they first click powered IH as the endurance costs were similar. but i found with that additional cost per baddy my endurance really went thru the floor fast.

    certainly its a cool looking idea but i couldnt get it working either.

    minus points i really found:
    the whirl radius was too small
    the end use per hit was too much
    it seemed to effect my jumping rather badly so i couldnt manouver as well as before.
    vastly lowered dps
  19. heh, the update thing not working actually got me playing Pirates, a game i got for christmas last year, still hadnt managed to install it in all that time. quite good it is
  20. 50 - Gonkeh Invulnrability Energy Melee Mutant Tanker