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I wasn't aware that the Scrapper Provokes did -range, too. I was somehow under the impression that was only a Tanker Taunt feature. I can definitely see the bonus of that, then.
Not sure what to say about the accuracy stuff. I already have Tactics: are you saying you need Tactics + Targeting Drone? I also am planning on getting the Kismet +accuracy IO, and there's about +30% to accuracy. I can grab a bit more accuracy at the cost of some +hp... though I might be able to shuffle around some things I'm not seeing at the moment.
I pretty much only have Cobra Strike for the +recharge bonus in Stupefy. I'm capped out on the +5% bonus already, so I had to find other sets I had access to for more recharge. If you're seeing a better option than I am (that's not a Purple or PvP set, as I really can't afford those), let me know.
I know there is no mez protection in PvP, too. That's why I was asking if it was worth getting Combat Jumping or not. I can dump that if it's not much help, and that will give me back a pool power pick to get Tough. I could drop Air Superiority/Fly, but I thought having another KB/KU option would be a good thing to have. Hmmmm, speaking of which, would it be better to slot up Crane Kick for KB a little? I seem to have protection to mag 10 KB, if Mid's is right.
Not sure how much those last comments were aimed at me. I do have goals. I've been told Regen isn't affected by DR (and it's a major bonus of a Regen Scrapper), so I tried to get that up fairly high, as well as my HP. I also aimed for a good amount of recharge. I can pick up another Gambler's +recharge, but that'll be a good amount of work more. I'd also like to fit in Tough if I can, but it's butting heads with some other pool power choices. -
Here's what I was working on, let me know what you think. If everyone can get immobilized, is it worth even getting Combat Jumping? If I dump that, I could get Tough instead of Caltrops... and I'm not sure how useful that will be. I'll work on it slowly, I guess.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Crey Hunter PvP: Level 50 Technology Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Regeneration
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Weapon Mastery
Hero Profile:
Level 1: Thunder Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx(17), C'ngImp-Dmg/Rchg(19), Mako-Dam%(46)
Level 1: Fast Healing -- Heal-I(A), Numna-Heal(39), Numna-Heal/EndRdx(39)
Level 2: Storm Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(11), Mako-Dam%(27)
Level 4: Reconstruction -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal/Rchg(15), Mrcl-Heal(17), Numna-Heal/Rchg(19), Numna-EndRdx/Rchg(21)
Level 6: Air Superiority -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(25), Mako-Dam%(43)
Level 8: Crane Kick -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Dmg/EndRdx(9), Mako-Dmg/Rchg(11), F'dSmite-Acc/Dmg(13), ExStrk-Dam%(43)
Level 10: Dull Pain -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Rchg(25), Dct'dW-EndRdx/Rchg(36), Dct'dW-Heal(37)
Level 12: Quick Recovery -- EndMod-I(A), EndMod-I(15)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Swift -- Run-I(A)
Level 18: Integration -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(45), Mrcl-Heal/EndRdx/Rchg(46)
Level 20: Health -- Heal-I(A), Numna-Heal(39), Numna-Regen/Rcvry+(42)
Level 22: Focus Chi -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Rchg/EndRdx(37)
Level 24: Fly -- Flight-I(A)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), Ksmt-ToHit+(50)
Level 28: Instant Healing -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Rchg(29), Dct'dW-Heal(31), Dct'dW-EndRdx/Rchg(31)
Level 30: Tactics -- Rec'dRet-Pcptn(A), GSFC-ToHit/EndRdx(31), GSFC-Rchg/EndRdx(33), GSFC-ToHit/Rchg/EndRdx(34), GSFC-ToHit(36)
Level 32: Eagles Claw -- B'ngBlow-Acc/Dmg(A), B'ngBlow-Dmg/EndRdx(33), T'Death-Acc/Dmg(33), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/Rchg(34), T'Death-Dam%(50)
Level 35: Cobra Strike -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(37), Stpfy-Acc/EndRdx(43), Stpfy-EndRdx/Stun(45), Stpfy-Stun/Rng(46)
Level 38: Moment of Glory -- LkGmblr-Def/Rchg(A), LkGmblr-EndRdx/Rchg(40), LkGmblr-Def/EndRdx/Rchg(40), LkGmblr-Def/EndRdx(40)
Level 41: Web Grenade -- RtngG-Acc/Rchg(A), RtngG-Acc/Immob/Rchg(42), RtngG-Acc/EndRdx(42)
Level 44: Shuriken -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(45), Decim-Acc/EndRdx/Rchg(48), Decim-Dmg/EndRdx(48), Decim-Dmg/Rchg(50)
Level 47: Caltrops -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Acc/Dmg/Slow(48)
Level 49: Resilience -- ResDam-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run -
Okay, had just a moment to look at the build, Masque (I'll have to post the one I was working on for him on my own to see what you think, once I revise it some). Few questions. First of all, why 50s? I know I usually slot low 30s recipes to be able to exemp with bonuses to more PvE content, but I thought the same ideas made sense for PvP? I know zone PvP is a little quieter now, but I'd rather make this build as flexible as possible.
Is Web Grenade and Shuriken a better approach? I thought the -fly in Web nade would help more than just an immobilize power. The build I had thrown together had 52% recharge from IO sets... is that enough without getting Hasten? Also... which would be more helpful... Tactics, or Tough?
Anyway, I'll post more later, I have to get to my night class. I'll have a few more questions and try to put up my build. -
Cool. Length and flavor were the biggest issues on the Posi TF, so it's nice to hear them fixing that up (though the Vahz are much more fun now with all the body bags they're carrying around, heh).
Nice to see that they're finally making a big improvement to rewards in AE, rather than just a straight nerf. That power selection issue was a pain when it came in, so I'm glad they're rectifying it. I hope that means other good adjustments are on the way (and yay for new maps and monsters in AE).
I'm also keen on the new story arcs... I'll be checking those out right away. -
I'm not much of a beta tester... it takes me long enough to get things done on Live. Things sound good, though. The auction improvements sound great... you'll be able to know what salvage you need ASAP with the new features, which was always annoying for me (though does it let you know if more than one recipe needs that same salvage)?
Anyone run the new versions of the Posi TF? I'm curious to know how those are/what they are like. -
Quote:Why? You'd rather run the long, crappy version instead of two, improved versions? I ran the old version last night... almost anything but Quaterfield is better.That is good. I'm tempted to send my heroes through the Posi TF now before ish 17 hits.
Thanks for the heads up, Snow Globe. I like running TFs because I want to, not because I have to... and working on the TF Commander for the heroes that do have it took awhile. -
So... what if you already have the Positron's Ally badge? Do you have to redo both of these task forces to get it? I hope not.
Maybe it will be fun and I'll want to run it a lot, but I don't want to have to rerun it on quite a few heroes. -
Penny and I wouldn't have died that time if you all had followed us, rather than "zigging when you zagged." Honestly, no one ever wants to follow me anymore.
What do I have to do, break out a tank again?
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Quote:To add on to what Penny said, you really do want to join those channels to find teams. You can just work on your own using the search feature and making your own teams, but you'll be able to contact everyone on the server better, hear about more teams forming, etc., by using the channels.Welcome!
Just to add that with I17 coming out soon, some people maybe holding off starting new toons in the next few weeks.
Also, look to join global channels: Victory Forum (ask mod to be unsilenced after joining) and Victory Badges 2009. There is also Victory Badges, but it looks to be full for now. The global channels will help find teams, S/TFs, or other events going on.
To join the channels, type in the command "/chanjoin " and then the name of the server channel. Again, the channels are highly recommended. Whenever someone asks why a server is so quiet, I direct them to their server's chat channels. My main server is Victory, but I have a few "overflow" alts on Champion- it seemed quiet over there until I joined the chat channels, and now I see them forming stuff all the time.
I would add that the lower levels redside (that's villains) can sometimes be quieter. I know some people are holding off on making too many new toons until I17, or even Going Rogue that is coming out this summer. All the same, you will find people wanting to join you if you talk about running missions redside in the low levels: shout out in the channels and use the search feature, and you should pick up a few or a full team, depending on the time of day. -
Yup, should have included them, too.
My offensive/scranker build for Grey Pilgrim isn't too bad for tanking, either. I gave him a little over 20% smash/lethal/melee defense, and he does pretty well. I probably wouldn't main tank with him, but he was soloing spawns on an all tanker LGTF I was on a few weeks ago. Laughed off all of Dra'gon's fire attacks too, while the Invulns, etc., went crying. -
Bit early for me, probably, but I can probably jump in on a second run if one starts up.
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Stupid fool of a Took server ate my post.
Anyway, I prefer small team runs for Posi, myself. Usually more fun. Still planning on coming, Penny, just working around some real life stuff. And the sooner we start, the better. -
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Quote:If the sapper is the biggest concern in the spawn, then drop it. AS's effects are helpful, but they aren't necessarily needed. Lieutenants and bosses are the most important targets most of the time for a Stalker, anyway.I understand what you're saying, but that seems to be a rather strange design decision. It forces me as the player to choose between:
a.) AS a high priority target like a Sapper or Surgeon
or
b.) AS a target that will survive so I can demoralize a spawn
I would think that it would be better to encourage players to play tactically than to attack the tankiest target =/
You're butting heads with the divide between balance and concept... normally there isn't that much of a noticeable difference, but you can see one here. Just be glad we have an effect when AS goes off, as it didn't used to be there: it's a great effect while solo and on teams. -
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Ugh, Posi on a weeknight is always rough for me. I'll see if I can fit it in tomorrow or not... need to get this on my MA/Regen Scrapper, still.
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Quote:Hehe, yeah. Love it when that happens on a Longbow boss: you have to wonder why they bothered reviving if they were just going to stand there, quaking in their boots.The issue is a little more nuanced than that.
Yes, they could make it fire off on you, but then it wouldn't be able to know if you killed the guy or not. Yes, they want to make sure that the guy doesn't die before the demoralize fires. Why?
Because you don't need help soloing when you can one-shot kill dudes. The demoralize effect is for when you're punching above your weight, taking on bosses in group environments. That demoralize effect is an AOE debuff that other people can capitalize on better than you.
(Cute trick? If you do kill an enemy who rezzes afterwards, the first thing they do will be to fire off the fear. Which is even funnier, because then they fear themselves as well.)
To the OP, yes, it would be nice if it fired no matter what. It seems like surrounding mobs would be even more demoralized if you suddenly defeated one of their number (especially a lieutenant after you hit build-up), but that's not how it works. As Talen said, they want it to work when you're fighting tougher foes. So keep that in account when soloing or teaming, and it's a great effect. -
Quote:I think the only other +HP accolade I need is TF Commander, and I have a few of those TFs out of the way on him. I'll keep working on them, then.MA is a solid set after the I13 changes (long animation times = more damage). Regen's been the Scrapper standard since I4 and I don't see that changing anytime soon. Anyways, you're going to want to build for some HP (try to get around 1750-1800 with accolades) and recharge (60% or more is good, as recharge means your heals and such will be up faster). Don't be afraid to kite a target instead of standing in melee range with them constantly or you'll get AS'd a lot. My Spines/Regen has Speed, Leaping, Leadership, and Concealment, though an argument could be made to take Fighting instead of Leadership (Tough gives resistance to all which is somewhat nice on a Regen, but I found I wanted the tohit and perception more).
I'll have to work on a build and see what you all think. One last question, how does movement suppression work in PvP? Does it affect travel powers AND Spring and Combat Jumping? I know you used to be able to leap around fairly well in PvP with CJ + Hurdle, but I am wondering if you can still do that (I also figure you need to be able to run well with things like webnade potentially grounding you). -
I know what you mean, Flux. My builds tend to be as reasonable as I can make them whenever I make suggestions, and I really hate it when I see people posting purple'd out builds like they're the most natural thing in the world.
I pretty much can only afford regular IO sets, and they do take awhile to put together. Took me a few months to get Grey Pilgrim's offensive build together, partially from cost, partially from waiting on market orders to come through (that I could afford). -
Any recommendations for someone who wants to melee in PvP? I'm thinking of tweaking out a secondary build for my MA/Regen Scrapper, and wondering what I should shoot for. I've heard that defense is useless and I'll be better off going for more recharge, regen, and resist, but I'm still curious if that is the best goal.
Or maybe melee isn't worth it and I should just trick out my Earth/Storm Controller, or one of my Blasters? -
I may have to try this out from time to time, if I can afford to get a dual build for my MA/Regen Scrapper. Especially if it means the Barnyard folks are doing stuff on Victory again. They made a sad Pilgrim when they started doing things on Freedumb.
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Wait, what? Fly has drastically higher end usage and doesn't buff your defense. Hover is far more useful in combat than Flight. You can also get Hover up to running/sprinting levels with a little investment in enhancements, too.
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Yeah, bubbles make a big difference, I've noticed. With one ship raid I was on with my Shield Tank, I noticed my teammates did much better when I was hanging around them, so helpful auras like that do go a long way.