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Posts
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Quote:For Strike and Slash, Focused Smite has the same recipe, so I'd probably go there to make it more cheap. I wasn't thinking the extra .2 seconds would help all that much for them, but I suppose every bit helps. I did swap out for the Dam/End/Rech in Follow up.Looks like a solid build that should exemplar down really well. I have the same combo, and I went with Cardiac and it's helped immensely in the end-game. What I've found is that claws quick animations and lowish rech is almost deceptive with how much endurance it can really use in a sustained fight (AV/EB/etc.) situation.
I would probably use Crushing Impact: A/D/R in Strike/Slash, and use the D/E/R in place of the D/E in Follow-Up. I would also probably snag the last Reactive Armor: End Redux IO's off of your Res toggles and put them in health for more passive +regen, but all that stuff is picking nits. (But still...that would take you from 205% to 245%)
I built similarly on my Claws/Inv...he's at 44.5% S&L Def with a single foe, and 33% E/N. I could probably even that out a bit, but he's been pretty tough so far. The Tier3 Cardiac also puts my Res right below cap (74.8%) for S/L ...which is lovely.
I suppose the defense benefit from the extra slots of reactive armor isn't too huge, but it is fairly nice and shores up that weak point somewhat for Invuln, and I'm also rather worried about the end usage on this guy before he gets to cardiac levels. I'm not sure if I'd like to dump those for more Regen or not, though I do know more regen could help invuln.
Quote:Only thing I can think of is the GSFC proc in Follow up. While Hasten is down you won't be double stacking it, and this will hurt your DPS a good deal. Drop the proc for a Common rech IO to solve this. Alternatively, the Spiritual Alpha could fix it, but that solution is not very exemp-friendly. -
Sorry I missed out last night. I was feeling awful from about 5-7:45, and then my wife and I had to figure out something for supper, so I didn't get on until after 8:30. I did some other stuff since I figured Isos had been going on for awhile and my Corruptor is still well ahead of you guys at level 33. Hopefully won't get so sick next week.
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Quote:MP has had her revenge: she wouldn't run a Manticore TF with me last night.KK, sounds good GP. Please turn in your Midnight Dodger badge and then you can be rid of me!
PS- power gaming =/= power leveling
PPS- I never claimed to be a filthy one, just a proud one! -
With the Vanguard set soon to be unlocked for all my characters, I'm finally going to try leveling up a Claws character (something about having energy claws makes the ranged attacks make more sense to me). I'd prefer Energy Aura since I don't have a character with that yet, but I don't feel like another Brute or a Stalker at this point (though I might debate the Stalker still).
So, that leaves me with the Scrapper secondaries. I have a Scrapper of each of the secondaries I want to try except Invuln, so I thought I would give it a whirl. I also wanted to get some feedback from Scrapperites. Main thing with this build is I do have limited funds, and I do not want to invest in Purples for him. As it is, I do have two Kinetic Melee sets in this build with three LoTG +recharges, and that is going to push it on the cost front to me.
So I don't want this any more expensive than it already is if I can avoid it. Anyone see any obvious things I'm missing? I'm also debating if I'd want a Cardiac or Spiritual alpha on this guy... I guess I'll see how his end use is when he gets closer, but let me know if you have any ideas on that front. Build below.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Z Claws Scrapper: Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), F'dSmite-Acc/Dmg(11), Mako-Dam%(40)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A)
Level 2: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), F'dSmite-Acc/Dmg(9), Achilles-ResDeb%(42)
Level 4: Dull Pain -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal/EndRdx(43), Dct'dW-Rchg(43), Dct'dW-EndRdx/Rchg(43)
Level 6: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(46)
Level 8: Follow Up -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/Rchg(33), GSFC-Build%(48)
Level 10: Spin -- Oblit-Acc/Dmg/Rchg(A), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-Acc/Rchg(15), Oblit-Dmg(19), Oblit-Dmg/Rchg(19), Oblit-%Dam(21)
Level 12: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(21), RctvArm-ResDam/Rchg(23), RctvArm-EndRdx(33)
Level 14: Super Jump -- Empty(A)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam/Rchg(45), RctvArm-ResDam(45), RctvArm-EndRdx(48)
Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(25), Thundr-Acc/Dmg/Rchg(27), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(29), Thundr-Dmg/EndRdx/Rchg(39)
Level 20: Kick -- Empty(A)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(23), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam/Rchg(40), RctvArm-EndRdx(50)
Level 24: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(37), RedFtn-Def/Rchg(37), RedFtn-EndRdx(39), RedFtn-EndRdx/Rchg(42)
Level 26: Eviscerate -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(29), C'ngBlow-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(33), Erad-Dmg/Rchg(34), Erad-%Dam(42)
Level 28: Invincibility -- GftotA-Def/EndRdx(A), GftotA-Def/EndRdx/Rchg(31), GftotA-Def/Rchg(34), GftotA-Def(37), Rec'dRet-ToHit(50), Rec'dRet-Pcptn(50)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(46)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(34), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), FrcFbk-Rechg%(45)
Level 35: Tough Hide -- LkGmblr-Rchg+(A)
Level 38: Resist Energies -- ResDam-I(A)
Level 41: Resist Elements -- ResDam-I(A)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- RgnTis-Regen+(A), P'Shift-End%(48)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
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Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(11), P'Shift-End%(31)
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Quote:Beep, beep, beep, back up the truck, Obitus, buddy. I'll give you all your other points, but mediocre implies not able to do the job well. Fiery Aura isn't as tough as some other sets, and that is as it should be, given its offensive properties. However, it's still going to tank well and be fine defensively (I assume you mean "defensively" in a "can tank and take hits for the team well).It would be misleading near to the point of irresponsibility to say in a defensive comparison that Fire Tankers are anything but mediocre, though.
Sorry, just had to jump on that, even though you didn't quite mean mediocre as I read it.
The rest of what you said is right on... Severe certainly likes Fiery Aura, so I'm not going to fault him there, but he definitely has a budget that many people aren't going to be able to handle, either. -
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Quote:You could also use Build Up with all three for even moar damage, you know.On my scrapper, I LOVE this combo as an opener: CI/TS. Watching the chain induction leap around is very entertaining while thunderstrike animates, and then KAWHOOM, the thunderstrike lands.
For extra joy, then Build up and Lightning Rod as the mob clumps up on you. Glee!Lightning Rod is pretty fun whenever you use it, I must admit.
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Energy Aura probably needs another tweak, so I would think the set overall might receive a tweak when it gets ported. I'd love to see it on "heroic" characters, and to be able to use it. I'm kind of wanting to make a Claws/EA character, but I don't want to make another Brute, and I'm not keen on a stalker, as I want to be able to see the character more for where I want to go with them.
Main thing that EA needs is probably higher resists, or +HP, and/or a better heal. Energy Drain can work well in a crowd, but it's going to be pathetic in a long AV fight or when you need a heal and there aren't a bunch of people around. I'm honestly not sure why a 3% heal off of every target hit was seen as enough with its first tweak. Dark Regeneration does 10x the heal for not even 3x the endurance cost... that's pathetic. Dark Regeneration does hit your end bar hard, but at least it's still usable when you only have one hard target you're facing.
I wonder how hard it would be to make Ice work for Brutes... it was there for them with the old set up for fury, but then removed. You'd think they could use a lot of that setup to make it work. -
Quote:Jacob's Ladder is all energy damage, which is nice, and its end use isn't so bad that it isn't worth using it on a single mob, either. Chain Induction is plenty useful, I would say... I usually fired that off and then Thunderstrike, watching the chain jolt from one mob to the next as I came crashing down. I wouldn't skip CI or Jacob's Ladder, and grabbed them as soon as I could.I rarely take Build Up on tanks. My elec/elec tank skipped it. I took Jacob's Ladder late but it's not bad. I skipped Chain Induction based on the description. Didn't sound that impressive.
I usually hold off on grabbing Build Up until I have more important things in my builds for tanks, but it's worth having eventually. Being able to hit stuff and do damage is part of a tank's job as well. Even if you save it for harder to hit mobs, it's still worth it. Lot of good IO boosts from to hit sets as well. -
I think there are some other ATs that still need a new set more. I think Blasters have only ever been given one other secondary set, while I have had a lot more options given to my tanks.
Still, another round of proliferation would be quite nice with I21. -
Most of the reviewers that I have ever found to have decent sense are basically saying it looks good, which leaves you hoping for more that isn't there. The better reviewers out there usually can be fair for what they're seeing, and they don't all only want a brooding Oscar nominee all the time.
Just to be fair to all sides with this one. -
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I think you were in a decent spot with your old build, you just needed to tweak it. Especially if you already have a lot of the stuff for it, there really wasn't a need to really revamp stuff.
The new one has a glaring problem: you have one slot in Plasma Shield. That's your only resistance to Dark and Energy damage, and there is plenty of that in game. You do have good defenses to dodge most of that, but it'd be better to have all the resists you can to those.
Really, all you needed to do was move slots out of Combat Jumping and Temp. Protection that needed them more. You could keep up your defense to Psi by moving increasing slotting in the Weave and Maneuvers, and you could easily improve Healing Flames by moving the Numina Unique from there (it's far better in Health, where it's always on), and selling off your regenerative tissue. Or the Numina, whatever you'd prefer to have in Health. I don't personally care much about regeneration on my Fire tank, since Healing Flames is up every 18-20 seconds to do most of that for me. It doesn't hurt to keep most of what you have, though.
Anyway, those increased slots for more defense would get you to the sofctap or close to it for S/L and Melee. Most hit checks you face are going to hit one of those two, and your other defenses aren't so shabby that you won't dodge a fair amount of non-SL or melee damage. And with all that defense, you shouldn't be hit by too much KB, though I do have three -kb slotted in my build.
I would agree that Assault is take it or leave it, but you can use it if you want... your teammates won't complain. I do like RotP for those rare cases where I drop, though (like Tubby said). -
Slain, you're so off the page and away from what people know about Tanker sets, it's rather hard to respond to you. These threads get thrown out all the time, and people always throw Stone, Invlun, and Willpower in the top three, while agreeing that any set can tank well.
Your attitude toward Invuln just makes me question your judgement even more... it's really not that hard to softcap, and you saying it is compared to Electric just baffles me even more. It feels a lot more to me like you have a preference for a set and are doing anything you can to justify that preference. It gets even weirder when we're talking about survivability and someone gives you a build that has good global recharge in it, and you discount it as not enough for some reason.
Your lack of faith in Ice and Fiery is just... disturbing, too. Do you have any experience with either set? I'm rather dubious if you do, as everything you say goes against their numbers, what I have experienced with them, and what many others have experienced with them. You're going to have to make a stronger case for your points than questioning guides and ideas that have been around for a long while, and are based on the numbers you can see for the sets, and in-game experience. -
Thank goodness it's not 5 feet. Here I was wishing the 30 feet range was a little farther!
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Looks decent, if expensive. Though if you can afford it, have at it. Biggest thing I would fix is your LotG Def/End in Combat Jumping. Toss that into Weave to get more defense and benefit there, as it's not doing you much in Combat Jumping. You'll also get a health boost for the switch, so there's a lot of reason to make that switch.
I know why you three slotted Temperature Protection, but it might be worth moving a slot or two from there into other powers, like Weave or one of your Leadership toggles. Heck, just dropping a slot from Temperature Protection and putting a defense LotG into Weave will get you almost the same Psi defense, but over the def cap for melee damage, which you are just short of with your current setup. I'd say between Temp. Protection and CJ, you have three slots you could move around and get more benefit elsewhere. -
What? My Fire Tank is plenty survivable, and he doesn't fear mobs nearly as much as my Invuln tanker does. Heck, make that most exotic damage dealers.
Though I suppose he fears defense debuffers quite a bit more. Heh. -
Quote:Huh, it must be the percentage, as those nullifiers really get me down when there are just two of them... and my Fire Tank has mid 70s resists to S/L. We're talking maybe 20s% resist to S/L.Funny, on my invuln tanker, I can get hit by Nullifer sonic grenades and a rad warden and still be resist capped against smashing and lethal - long after my other resists have plunged into the negatives. It has something to do with 90% resists resisting 90% of the debuffs.
I still kind of think the resist sets (Fire, Dark, and Elec) could use with a little bit of a resist to resist debuffs above and beyond what their armors give them, as some of the -res powers we can face are really nasty, and they do need their resists to make it tanking. Not sure if it's even possible, but I still kind of feel that way. Probably not going to happen, but those -res powers are kind of ridiculous... if defense sets were getting nailed like that, we'd be hearing more howling.
Still, Fiery Aura does just fine on the ITF. Resists do make a big difference there: Tough is a must, and the Cardiac Alpha really makes a difference. My Tank soloed on the wall more smoothly before the level shift, even: from 69 to 75% resist to S/L makes that big of a difference on him. You can be fighting a lot more on the actual ITF, but the resists still help, and it's usually a good thing to be running with teammates, anyway.
All the Dark powers getting tossed around hurt me a lot less than defense debuffs, actually. The second mission is always noticeably less rough than the first one on a Fiery Aura character. -
Alas, I pretty much only run Hamis with people that need shards badly, so I rarely roll for a Hami-O. They can be a nice boost if you can go for them, though.
I did use to sell my purples when I was starved for cash and never had plans to use them. Years later... I always keep them and sell all my other stuff. As others have said, it's worth having them around if you ever want to slot one on a character that wants a lot of recharge. I finally made plans to go for a Dominator with permadom, and I only had to buy two of the five recipes he needed for his stun set. I'm hoping that I will get another purple or two as I work on leveling him. -
Well, hopefully the revamp works for you... I hate getting someone to 50 and not playing them anymore.
Not sure what to run with for a secondary on my Claws guy. I already have a MA/Regen, so I don't want regen again. I also have DA and SR Scrappers. I'd love to try Energy Armor, but Scrappers don't have it: and I'm not really wanting another Brute or Stalker. I guess I could try Invuln... might work okay for a Vanguard type character.
Anyone else know about the customization options for Focus? -
I think I was playing the game for about 6-8 months before I really appreciated the difference... I honestly did not see how they could be different, from the way I was defining them. It does help to explain them, I think.
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To help with this, though, people should always read what their attack does... it should point out if it's single target, ranged, an AOE of some sort, etc.
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Dude, Escher... way too nice for Victory. Way too nice.
I must admit that the people are really what keep me going with CoH, just as much as the fun powersets and stuff. I have debated playing a couple of other games of the MMO nature (one a sci-fi already released, one to be released in the future), but I really do wonder if I'd find a good community again. For all the size of the 800 pound gorilla, I didn't find one there. -
So, what's your character's name? Wolv3rin3?
Did they ever make Focus customizable? I know Shockwave can be adjusted by Vanguard's weapons and their coloring (I think, anyway), so I'm wondering if you can go the same route with Focus. Something about that white wave of energy has always bugged me or seemed not right for claws to be throwing out. It's kept me from playing the set, actually.
Even if it hasn't, I might make myself try it again when I have the Vanguard pack unlocked. I can roll with Vanguard blades from level 1.