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Posts
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Joined
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If funds are unlimited which is better, Regen or Fiery Aura?
How valueable is FE? Since Healing Flames can be up every 12 secsis is that as tactically valueable as it looks on paper? -
Quote:I'll second this. I leveled my Widow to 50 as a Fort, but have since respeced it into a Night Widow which I enjoy alot more. Mind Link is easily made perma on a NW, but the biggest fail for a Fort is no Mental Training and the recharge on Psychic Wail is waaaaaaaay too long, making PW a huge let down..Personally, I think Slash is the best opening attack for a critical, because you will kill most Minions and Lts with it. I've been playing my Night Widow since day 1 of VEAT release, and I'm quite used to hitting multiple targets with Eviscerate. It does have a long animation time, but if I use it on mob standing over a rescue or escort, I find that I can take out all the enemies in the mob. I am however, heavily IO'd and still working towards my 3rd LoTG +Rech.
As the the OP, if you enjoyed the Widow before branching, then the Night Widow is probably best for you. I got to level 32 then realized how awful I found Fortunatas to be, because the damage output and AoEs weren't on par with what I wanted. (Level 32 occurred in 1 day, I wasn't power leveling, just powering through content, which shows that a Fortunata is quite viable) Of course, all my characters that are level 50 are meleers, besides my first 50, which was a Storm/Dark Defender. On villain side, my first 50 was a Assassin Blade/Regen Stalker, and that may have also had an effect on my choice.
I do however have a dual build for using Fortunata, but I've only SO'd it out, which makes it comparatively weaker than my Night Widow. -
It's hard for me too, I am deciding between Regen and Fiery Aura
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Well very similar to Fire/Psi is Fire/Stone or even Earth/Psi. take a look at those options too.
to be different I went Fire/Stone myself although Psy Shockwave>Fisure -
This is what I have planned for now, so what's the good, the bad and the ugly about this build???
How bad should I want Mass Confuse? Or should I not care about power boostandI just go Mind/Fire?
[*]6.5% DamageBuff(Lethal)[*]6.5% DamageBuff(Fire)[*]6.5% DamageBuff(Cold)[*]6.5% DamageBuff(Energy)[*]6.5% DamageBuff(Negative)[*]6.5% DamageBuff(Toxic)[*]6.5% DamageBuff(Psionic)[*]14.3% Defense(Smashing)[*]14.3% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]7.38% Defense(Energy)[*]7.38% Defense(Negative)[*]3% Defense(Psionic)[*]8.63% Defense(Melee)[*]5.19% Defense(Ranged)[*]3% Defense(AoE)[*]2.25% Max End[*]69% Enhancement(Accuracy)[*]4% Enhancement(Sleep)[*]4% Enhancement(Heal)[*]102.5% Enhancement(RechargeTime)[*]118.3 HP (11.6%) HitPoints[*]MezResist(Immobilize) 8.25%[*]MezResist(Terrorized) 2.2%[*]22% (0.37 End/sec) Recovery[*]56% (2.38 HP/sec) Regeneration[*]12.9% Resistance(Fire)[*]12.9% Resistance(Cold)[/list]
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Well if you want to rival a blaster here's a huntsman build that's soft capped to all three positionals, with call reinforcements, Leviathan for three AOEs including Bile Spray (remember venom grenade gives double -res to toxic) amd Artic Breath for even more debuff.
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Yes Shock wave should be better and still is if you make changes to repulsing torrent, because it is faster, wider and more useful all around.
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Quote:So with regen...tough or not to tough?hm...fire scrps are def beast mode. But regen has dp, and fast healing along with reconstruction plus it doesn't have to worry about kb bc of integration, fire has to have specific powers just to slot for kb. They're both good, but regen is not as tight of a set as fire is.
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Quote:Yeah and that's a BIG reason, because of all the Thermal Corruptors there are in PVP.In other words, if there were a regen set for tanks, those would be all you'll ever see in pvp. Since there is a regen set for scrappers why the freak would you use anything else. (Though elec is good vs sapping.)
Another question then, what's the consensus then for top defensive sets for scraps?
Regen, Elec, Fire, Inv...
but how close are they together?
To me fire is pretty strong too because the heal is up every 11 seconds rather than 17-18 secs for Recon. Plus it's nice to get extra damage with FE. -
seriously, is that a joke build?
All of those Panacea Sets, lol!!! The plus recharge is only in PVE not PVP, so if you want +recharge don't go with Panacea for that purpose. -
WP is better because of +perception too.
I know many poo poo on it but /elec is also good because of how thin defense can be, plus you get benefits like resisting -recharge, -spedd, telepotation, etc. -
This is my same dilemma. Ultimately I went with Fire because of Fiery Embrace and Blazing Aura to add to my damage and AOE (along with burn). Not to mention the new Consume seems a lot more useful.
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Quote:My point was: just because you don't see the need for more than one does not mean that ither people don't need 2 or more. Because with your logic I don't need any if I stand around AP looking for CCs, therefore no one should really need even one since I don't.What are you going on about? I agreed 1 KB protection IO was very useful. I am simply stating that there is currently almost no reason for more and even in the two places where it may be a problem to only have 1, there is a simple solution that does not impact your build.
So just because you don't push your Scrapper doesn't mean others don't. So IMO and in the opinion of many others 1 is no way enough, even 2 is questionable.
Quote:Spinning it the other way around, I don't see any reason to waste time gathering specific salvage and going to base when I can just devote 2 additional slots to KB protection.
Besides, are we on the scrapper forum or the RP forum ? Last I've checked we do things like taking on x8 spawns of carnies, nemesis, and soloing AVs. Against that kind of stuff, falling flat on your back can simply kill you ; and even if it doesn't, you're doing 0 DPS while you're helplessly thrown around.
Downtime of any kind isn't my idea of fun. -
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Here's a Soft-Capped S/L F/F/F Scrapper, that relys on Consume though. I don't know if you'd want to but you could
[*]10% DamageBuff(Lethal)[*]10% DamageBuff(Fire)[*]10% DamageBuff(Cold)[*]10% DamageBuff(Energy)[*]10% DamageBuff(Negative)[*]10% DamageBuff(Toxic)[*]10% DamageBuff(Psionic)[*]37.7% Defense(Smashing)[*]37.7% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]5.5% Defense(Energy)[*]5.5% Defense(Negative)[*]3% Defense(Psionic)[*]28.3% Defense(Melee)[*]4.25% Defense(Ranged)[*]3% Defense(AoE)[*]48.8% Enhancement(RechargeTime)[*]3% Enhancement(Immobilize)[*]33% Enhancement(Accuracy)[*]5% FlySpeed[*]180.7 HP (13.5%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Immobilize) 16%[*]MezResist(Stun) 4.4%[*]12% (0.2 End/sec) Recovery[*]16% (0.89 HP/sec) Regeneration[*]1.58% Resistance(Smashing) (in PvP)[*]1.58% Resistance(Lethal) (in PvP)[*]2.52% Resistance(Fire)[*]2.52% Resistance(Cold)[*]1.88% Resistance(Negative)[*]5% RunSpeed[/list]
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Quote:Why is Elec fine for tanks but not scraps?bs is good, but elec on a scp, not so much. If you like the elec set roll a elec/ss tank. Or you could do a quick search and find that psi/em's are beast mode. If you have something against fotm toons (not sure why you would) roll a fire/em. If you like being sneaky, sneaky, roll a elec/wp stalker.
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I think you need something like 80% to be soft-capped in PVP
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BTW I am now even more interested in FA because of the changes, I rolled a new KM/FA this week and am a happy camper.
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Quote:what a lame arguement. One doesn't even need to slot for any -KB if you just enter costume contests in AP.It is patently absurd to use more than 1 slot for KB protection outside of PvP on any character. If you are doing a ship raid, a base empowerment buff + the KB IO will be fine, although you can keep the aggro of a pylon even while getting sent flying, so I would not bother to get the empowerment buff unless you get bored while waiting for the raid to start.
Is the base empowerment buff enough to stop the Yellow Mito KB?
Anywhere else it matters, you can use terrain to cover the KB hole nicely.
My original Fire tanker build had 4 KB IOs, but after putting the first one in and playing for awhile, I realized that there was no need for anymore than that. On more normal difficulty settings and small teams, you really don't even need KB protection, but it can get out of hand when the enemy count gets high unless you also have high defense (so if you regularly team with FF or cold, you might be able to do without).
The point is there are plenty of places you need it. I usually run around with just 2 -KB IOs and I have to still pick myself off the floor from time to time.
Actually I would rather have -Immob. removed from burn and put into a toggle over the KB hole. Screw CJ, I hate talking that power. Or at least add immob protection to other powers like Manuevers or Weave (not resistance) or something.
Then again all melee ATs should get KB protection, after all even Doms get it in Domination. -
Quote:What you see in mids is the secondary effect which is -dmg (de)buff on your target.I was just a bit mad last night that Stalker doesn't get Siphon Power. I thought maybe, just maybe, the dev would find some ways to get Siphon Power in. I don't know how but Assassi Strike is where I would look into it as that power appears in every set. I was reading Mids and it shows that each Kinetic attack can reduce the target's damage?? Is that true for all melee ATs or just Stalker? I don't know if mids is trying to show damage buff or debuff. It shows -%5.63 damage buff on Quick Strike. That negative seems like a debuff or each hit buffs damage? That could be interesting...
I'll make a Kin Stalker for sure after I am done with Elec Dom. :P
I just think if Assassin Strike is tied to every set then the answer to buff Stalkers is gotta be in that power. After my Spines, Claw/ Elec and even Dual Blade hit lvl 32, I rarely open with AS + Build Up unless I am soloing so there is only a few targets.
They can start by shortening the activation time and get rid of "interrupted". In pve, who cares if you spend 4s or 1s if you are soloing? On a team, a stalker needs to speed up the process of "elimination" and 4s is too long IMO.
Stalker's damage is fine but stalker's "assassinating" speed is not fine and that's why when we are on a large team full of Brute/Corr/Dom/MM, you feel like why bother setting up Assassin? Just hit build up and use Throw spines or Shockwave or Lightning Rod. But if you are Martials, Energy or Dark Melee, you kinda have no choice but to use AS as opener because that gives you the most damage in one hit.
I also agree that after 32 I rarely open with AS, but then again my main stalker is Elec/Ninja -
Quote:Actually Fireball isn't available until lvl 47This thread needs to go look at the new Stalker Ancillary Pool(s).
*Fireball*
"Is it fair that I have to wait 41+ levels to get a decent AOE though?"
Probably not.
But Disruptor Blast does more damage and is available at lvl 44.
If you want AOE though play Elec or Spines -
OK ok maybe I just love for the idea of AS so much that I am blinded by it.
FIX**Add uninterruptable and no more than 3 secs cast for AS to the list.
BTW Placate is not the trade off for AOE, AS is. Placate replaces Confront. -
The set is fine for scrappers, but Repulsing torrent is a throw-a-way power. It does crappy damage and terrible KB with a 2 sec cast time.
IMO it's the one power that still needs to be changed. They need to make it KD like Energy Torrent and increase the damage by 20-25% to something around the levels of Flashing Steel or Slice or Shockwave, all of which have 2 to 3 times the arc.
Arc/Range/Damage *Cast Time-
Repulsing Torrent - 45/40/55 * 2s
Flashing Steel - 130/68/7 * 1.17s
Slice - 130/85/7 * 2s
Shockwave - 90/30/72 * 1s
Energy Torrent (from APP) - 45/40/72 * 1.07s
Even the APP Energy Torrent out performs Repulsing Torrent -
Quote:yeah big damage and the AOE debuff on AS doesn't help the team out at all...ha ha good one.It could be a good start but that will not improve Stalker population except for pleasing the veterans.
New players will still think Stalker does not live up to a good "assassin" AT but it's just my opinion. The best start is to get rid of the radius on Team Critical buff.
Contrary to most stalker fans, I think Stalker survives just fine. Having lower HP doesn't break the AT. The problem is Stalker is not contributing to the team much or needs to wait too long to feel Stalker is welcomed to the team.
The problem, as I've stated before, is Assassin Strike and Placate. Because of those two powers, Stalker doesn't get any unique/team-friendly powers so what can the dev do to make those two powers more team-friendly or even more Assassin-like?
One could argue that placate hurts the team by sending aggro their way, but that's the trade off for getting those Crits. Plus it fits thematically that having a distracted enemy helps the assassin find/land that killer blow. And it's not like an assassin wouldn't use a teammate as bait would he???