Hejtmane

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  1. Quote:
    Originally Posted by Nihilii View Post
    It's really not.

    FM's dots are essentially free of charge. Additionally, Incinerate is one of the most efficient ST attacks for DPE.

    Then look at Shield. AaO is basically an endurance buff when speaking about DPE. SC is yet another great DPE attack (of top on all its other advantages). Being defense based, Shield also avoids endurance drains.

    FM/SD is high middle of the pack when it comes to endurance efficiency. It doesn't have true end management tools like Regen/WP/Elec/Fire, but it makes up for that with the advantages listed above.

    So, to answer the original question : it takes 0 additional influence to make Fire/SD playable and enjoyable from level 1 to 50. Using SOs (or common IOs) will do just fine. I'd suggest investing in a steadfast +3 def and frankenslotting attacks, which is stuff you can do with the influence you gain from normal playing on your way to level 25-30 ; but adding miracle/numina/perf shifter uniques or going for +recovery bonuses would be extremely low priority on a leveling FM/SD for me.
    The +3% defense is fairly cheap and a great investment for shields I buy that 1st before I bought a miracle on a SD toon
  2. Hejtmane

    Envenomed Dagger

    I did not look at the stats omg I may try a gm solo now yea yea I know the no temp/insp thing we all try to do but on a gm it not happening solo on my scrapper
  3. Quote:
    Originally Posted by CheshireKatt View Post
    I will cast my lot in with ninjitsu, move the hide and make it comparable to DA's .

    I don not think scrappers will ever get Ninjitsu I think the devs may have put that as stalker only just like the only way to get empathy or poison is to change sides.

    Other sets like EM may be of the table with Kentics and I doubt if scrappers ever get stone armor that will most likely stay brute and tanker only

    Time will tell
  4. I know alot of people are fretting over the SC change before the damage buff the power still rocked and after the change it will be more damage than go live and beta (yes 1/2 damage from now is going to hurt some) but overall the power will still rock
  5. Quote:
    Originally Posted by Cyber_naut View Post
    I'll never understand the difficulty some claim with being attacked and attacking, something you do regardless, especially if you are playing a scrapper or brute. But to each their own I guess.
    It is not difficult never said it was I just hate the way it plays not a big fan of the set and it just turns me off fro the set despite multiple attempts.
  6. Quote:
    Originally Posted by Cyber_naut View Post
    I used to be all about proliferation, but with GR coming out, not so much. If you want a SS scrapper just roll a brute. If you want ninjitsu, roll a stalker. I'd rather see some new powersets come out than have the devs spend time converting the same sets for another at that is pretty similar already to the at that already has the powerset I'm looking to use.
    I do not like the way brutes play period I have tried I hate furry
  7. Quote:
    Originally Posted by bAss_ackwards View Post
    Man, that would be awesome if Whirling Hands got a buff. Maybe when they do a proliferation over to Scrappers, the set will get another balance pass.

    Not sure if we will ever get it
  8. So in other words ride my SC to all new levels until it is nerf not that it helps with AV soling if I used it in my attack chain I have no AAO fodder
  9. Quote:
    Originally Posted by Frosticus View Post
    Well considering you've contributed exactly squat to this discussion other than picking a particular nit that I said I guess we'll just leave it at you feeling really good about yourself now hey?

    Uh oh, now here is where the fun starts.

    Billz said: (nothing wrong with his observations either


    To which Castle said:


    His post was filled with misinformation and incorrect "beliefs" about the causation of the perceived issue. And appeared to be formed on a laughably insignificant sample. Which I (not you btw, just thought I'd point that out) and others quickly tried to correct. No point in him taxing his efforts in an area that has nothing to do with the issue.

    If he truely believes that a persistent 81% damage buff isn't "that large" then I fundamentally disagree. Maybe you agree with him I dunno, I'm guessing yes cause you are picking this nit silly.

    As mention the cause of the discrepancy isn't fire or DM because if you enabled shields for all primaries you'd see claws, db and kat right up there too. But now I'm just repeating myself and getting pulled into a position of similar contribution that you have made to the discussion - none.

    FWIW an approximately 35% increase is all AAO is contributing on those high end builds (the rest is fire's innate higher damage and near perma souldrain for DM, procs and likely better attack chain optimization), but you'd know that if you knew what you were talking about rather than just trying to prove some pointless point that only you seem to be intent on making.
    But look at the builds it is not just an 81% damage buff my IO build adds another 20+% to that 81% so I am hitting a 100% damage buff and I am sure I am not the only one

    I tested the pylons both saturated and non saturated I can hit 190-195 dps with solid global recharge on my build when I fully saturate I was hitting the 230-235 range so i think it is more than just the 80% it is the extra ontop of that from the builds
  10. Quote:
    Originally Posted by Santorican View Post
    Quills crits?! Since when?
    Since crits existed the reason it crits is because it is in the primary and not the secondary

    Odd I know
  11. Quote:
    Originally Posted by ArchGemini View Post
    So has Regen simply just been downhill from launch, and a small bump with the MoG changes?
    There was no cottage rules back then

    There where regens that laughed at people for taking reconstruction after respecs IH

    Several nerfs i remember there was a reduction in regeneration that was not in the patch notes and Statesman caved in and admitted it after several weeks of denying anything changed it was a stealth nerf, IH eventually went from a toggle to a click power

    There where some more but those where the two biggest there where constant downward reduction on the regen totals. I think at one time regen scrappers had like 1600%-2000% regen + perma dullpain

    Then also perma unstoppable by Invulnerability it sucked being an /sr back then with everyone doing way more than you ever could even with perma elude

    Poor /da use to suck I think like 5 people got it to 50 before stacking armors in I3. I started my dm/da in I2 and he sat. /da was a complete and utter waste of time for a complete year I mean you might as well played a blaster you be more survivable then /da scrapper back then
  12. Quote:
    Originally Posted by Renton_NA View Post
    Hi, pretty noobish question I guess but I made a BS/SD Scrap a while back and got him to 38 before I quit the game and came back after a few months. Now I see a lot of Elec, Dark and Fire /SD Scrappers owning it up. So I decided to level up a Fire/SD Scrap for the heck out it. As I'm coming along I keep thinking there isn't much of a difference between the two. They both have a "Whirling Sword" AoE attack, they both have their single target pwners and so on.

    I was just curious as to if I should continue the Fire/SD Scrap or finish out my BS/SD Scrap.

    Any tips or advice would be much appreciated

    Thanks in advanced if I don't get back to this for a while
    Fire has advantage over BS by pure damage and the attacks are less resisted than the lethal damage dealt by BS. Fire can also string together a high end dps attack chain with less recharge than BS.

    Basically it comes down to
    Fire has more damage and easier attack chain

    Fire out performs BS on the high end Single Target AV's etc. In groups both work great, solo they both work great. BS can solo Av's etc Fire is just flat out better at it than BS

    Run with whatever you want they both work
  13. Quote:
    Originally Posted by FrankDaTank View Post
    well at the moment all i am using is basic IO's, but the sets seem to be well very out of reach. i played with them on mids and its nice to see the numbers but i dont gross the influence to make it a goal that would well be fun. Player run markets tend to trun great game mechs into grind fests it seems.

    Star Wars Galixies was a good example. full set of server cap armor was about only 250,00 credits. now you would be lucky to get a set of like quality for less than 5 mill.
    Try multi strikes they are cheap real cheap you can put those in lotus drops and flashing the set literary cost 1-2 million each IO already crafted that will boost your attacks and also give you 1.88 extra defense in melee and aoe so that is like 6-8 million a set and even casual players can make that selling stuff on the market

    Just something to think about and if you run TF's all the time you can get that Numia etc easy without much cost but 240 merits so you save those up and get what you want when you can

    So slowly over time you can build your guy as you please and remember bosses are dropping rares now so you always have a chance when you are running around of getting lucky like a purple you can sell for 400 million or a respec recipe I sold mine for 250 million. Just take your time and fill it in when you can is my advice.
  14. Hejtmane

    Cheap shields?

    Quote:
    Originally Posted by Vermain View Post
    I'd definitely advise picking up as many Lucks as you can because Shields is a bit on the squishy side until you can get Weave and SOs. If you're soloing, I'd similarly advise running on -1/x6 or something similar, because Build Up + AAO + Fire Sword Circle will usually annihilate the minions and just leave the lieutenants for you to clean up. Gets you a lot of free inspirations.

    That looks like a UO picture in your Sig gave me flash backs
  15. Quote:
    Originally Posted by Shred_Monkey View Post
    I'm working on some slotting for damage auras and it occured to me that I don't really know exactly how procs work in the auras. Is there a roll ever 10 seconds or every tick of damage? Does it roll for each target in range individually? etc..

    Also, if anyone has a recommended slotting for damage shields I'd like to know what you chose and why.

    Thanks.
    There is a rule and I do not remember what the numbers where but all the post I remember reading about said not worth it so I only put them in damage auras for set bonuses.

    On damage auras I slot two ways depending on where in the build this go back to early days where I seem to get the best results

    For SO's I run 2 end 2 acc and 2 damage (I like to be able to run higher lvl mobs)
    if not I suggest 2 end 1 acc 3 damage

    On IO's I always recommend multistrike for several reasons it cost like 6-8 million to slot up, it gives 70% acc 95% damage and 88% end reduction on lvl 45 ones (that is the rough numbers) plus the 5 and 6 slot give 1.88 defense to melee and aoe.

    Now some auras take other sets (example EIA IO takes end but I always prefer pushing to damage IO's) Because the amount of damage output may seem small but it is better than most think

    From our good friend Umbral


    Re: "Chance for Damage" + Damage Auras
    Quote:

    Also, is this a viable, useful strategy to use? If I invested in the four "chance for damage" IOs and put them in a PBAoE damage aura, would it deal the insane amount of damage that I think it would?
    Procs check once per 10 seconds per activation per proc. This means that, in a toggle which is on at all times, it will check against every target in range of that aura (and this can be either the primary or secondary effect of the toggle, depending upon which effect the toggle is "riding" on)
    once every 10 seconds. If you have 4 damage procs in it, once every 10 seconds, whenever the aura ticks, it will attempt to hit every enemy affected by the aura with every proc in the power. In general, you don't get much benefit of procs out of toggles simply because it's not checking that often.

    Link here
    http://boards.cityofheroes.com/showt...s+damage+auras
  16. On the damage by hitting we already have this mechanic is place Blinding Feint (DB) and Follow Up (Claws) they do damage and Tohit buff + act as an attack when you hit so the mechanic is already in place

    My guess is we are getting a scrapper version of siphon power

    Follow up and BF have the exact stats except BF has a 1.2 Cast vs .83
    Cast: .83/1.2
    to hit: 10%
    Dam buff:37.5%
    Recharge:12s
    Duration:10s
    end: 7.8

    Siphon Power and of course 80 range
    Cast: 1.93
    Dam buff:-25%
    Dam buff:25%
    Recharge:20s
    Duration:30s
    end: 10.4

    Now I look for the numbers to be adjusted and should fall inline with the other attacks listed and the range will be dropped from 80 to what ? Scrappers do have sets with ranges attacks of 30' and 40' but each set has only two and they do not buff damage so I expect the range to go to the 7'

    Now -resistance would be nice I doubt we see that built in the only way scrappers get it now is from a proc in -defense powers (sword sets) and a long recharge -resistance melted armor in the fire epic
  17. Hejtmane

    Fm/da

    Quote:
    Originally Posted by GeminiProject View Post
    Yes, but some secondaries do extremely well without synergy or benefit minimally from it.

    For Example: Fm/SR plays just fine, SR gets miniscule benefit from the primary and the -tohit in DM is usually overkill for SR.

    As I said in my post, DA shines with synergy, without it it's... run of the mill

    Both SM and DM have great tool that help DA immensely, a SS/DA, DM/DA or an SM/DA is orders of magnitude more survivable than most other /DA's (in my play experience).
    Actually I am looking at an IO build right now putting me at 34% to all three positions which is better than I could do with my elec build and there is a s synergy.

    Death Shroud rarely resisted damage, fire rarely resisted damage watch things die
  18. Quote:
    Originally Posted by Muon_Neutrino View Post
    One thing to keep in mind about the cottage rule is that you can still *add* functionality to a power, as long as it still *also* does what it used to do. Look at the conserve power -> energize change in electric armor: the recharge drastically changed, it gained a heal and a regen buff, but it still provides a click self endurance discount buff, so the cottage rule is satisfied.

    Applying this to burn, what the cottage rule says is basically that, whatever you do to the power, it must still summon a flaming patch of fire under your feet. But it can get stuff added on *top* of that. However, I highly doubt the devs would agree to remove the fear effect. Keeping that in mind, this is what I'd do to the power:

    - Decrease patch damage from .06 pet scale damage per tick to .05 pet scale damage per tick.
    - Decrease patch duration from 10s to 8s.
    - Increase patch radius from 8ft to 10ft.

    - Add a regular AoE attack to the power - basically, make it an AoE attack that also drops the burn patch.
    - This attack does 89 damage (slightly more than most scrapper PBAoEs, probably DoT over 3ish seconds), 10ft radius. Recharge unchanged, end cost becomes 11.856.

    Total effects? Overall damage goes from 167 to 200, with ~45% of the damage frontloaded even if the target escapes the patch. Radius increases from 8ft to 10ft, but the end cost does rise some (although still heavily undercosted compared to a regular AoE attack). This makes the power much more useful if you don't have some means to keep foes in the patch, without increasing the damage by too much for those who did have some sort of slow/immob.
    While they added the fear effect back when they nerfed the power so technically it was not part of the original power
  19. Quote:
    Originally Posted by Elegost View Post
    I know, right? It's so Underpowered :[
    It was over nerfed back in the i4-I5 days much like COF was
  20. The dot is fine thanks for the help
  21. I played Fire melee quite a bit and I got a good grasp of the set but what I have not figured out yet I am going to take scorch so I need to drop cremate or incinerate (there are reasons why posted below)

    I am going to take Fire Sword it is my favorite fire attack; I know you can get by with out Greater Fire Sword but sometimes a big burst damage is good so it stays as well. So I am taking scorch because I will be lacking a lot of global recharge on this build and that is fine this is a different concept from my normal scrapper path I take.

    Time to do something different so I am going to have to skip cremate or incinerate just have no clue which is better they both seems to be close in performance and I can get buy with going with either
  22. Quote:
    Originally Posted by Sarrate View Post
    I think it's this part, Werner:



    Source


    [edit: That's not saying you will be banned for it, but they could - so advertising that you do it isn't the best idea.]
    The best way to state it is I have access to three accounts that way hey you can own and pay for 3 accounts their are people that do own three accounts and they have no prof one way or the other
  23. Hejtmane

    Fm/da

    I was going to work on a katana/wp I have that build was going to focus on living a long long time just for fun.I may add this to my list of scrappers to build and see how hard I can push the build. I will need another project until kinetic melee comes out my db/eia is at 42 and I am starting his IO build
  24. Quote:
    Originally Posted by Psiphon View Post
    I've been considering making a resistance based armour (Electric or Dark) to use with Katana.
    Any one know how the two would compare in regards to survivablilty and general performance?


    Dark has more flexibility in some areas you have resistance some defense in cod a -kb hole that you need to fill, a fear or a stun one of the best heals in the game for pve.

    Then you IO it out for goodness

    Elec has good resistance higher S/L and caps on energy, grounded gives you kb when on the ground I put one IO for when jumping around, Power sink helps with woes and can drain the endurance on enemies (a pretty solid one and can be better with added slots) so it is not OG or cof but it does give some mitigation energize is a solid heal and a regen buff


    Both have damaging auras

    It is about preferences both function fine I give a slight edge to dark for having more utilities. I played two /da's to 50 all pre IO's and I an currently working on a lvl 41 db/eia.
  25. Quote:
    Originally Posted by GavinRuneblade View Post
    There is some, but not a lot. Most people in that range save merits and tickets to roll when they hit 50. So only the ones that drop and don't get vendored appear on the market. Kind of a shame as i'd love a robust level 40-45 market for exemplaring.
    I love to run at 50 or in the low 40's which is why I prefer the 42-46 range over the 50 range IO's. I was working on my lvl 41 db/eia I have going so I was in the market for the 41-46 range again on my build.