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My dm/sr did the best of my scrappers due to siphon life being slotted up
Sorry to tell you a blaster is the better build for posi merit farming I have a fire/mind at 29 and he is better than any of my 5 scrappers solo on posi.
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All the better for the challenge. I bet you would get a lot of people to say that a different AT is better for the TF.
The idea is to build your best scrapper at level 15. And be the only damage dealer at the end of a tough TF.
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I never said a scrapper would not work I done it with my scrappers it is just easier on a blaster at that level. kiting plus SS at that low level is better I ran it 5 times in a 2 week stretch solo with my dm/sr not even tweaked for the tf and completed it.
Here is a few tips I have passed out in the past you need at least 3 attacks in your build as a scrapper. At that level avoid rushing in all the time you will need to pull and kite some to take advantage of spreading out the big zombie guys they are stupid and easy to manipulate.
Use your inspiration they help the more than anything
Mez protection is not an issue on that arc a few immobilizes and a hold once in a blue moon. -
My dm/sr did the best of my scrappers due to siphon life being slotted up
Sorry to tell you a blaster is the better build for posi merit farming I have a fire/mind at 29 and he is better than any of my 5 scrappers solo on posi. -
Yes I am scrapper crazy what can I say
Langar Thurs-Katana/SR 50
Hejtmane-DM/DA 50
Rogue Spear-Spines/DA 50
Sir Thomas Theroux- DM/SR 50
Melted Copper Fire/Shield 50
Ben Coal-Fire/Reg 35
also have
Katana/Reg 26
Katana/WP 21
I have a few more in the works also low lvls -
If I remember correctly the last time the devs did the things you want to know things like richest player types etc.
The scrapper primaries where all within +or - a few % points spines was at the low end but the difference between top and bottom was like 5% at most the overall spread was even
The secondaries where also spread pretty evenly
That was like a year or two ago when they did that -
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always remember that phalanx fighting gives you a defence of 3.75% only when solo no matter how much defence you put in it, mids lists it at 6.
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You can go in mids under options > Advanced >Main database Editor
got to scrapper defense > Shield >Phalanx fighting double click that power. Under the basic tab where it says scaling chane the 1 to a zero so the scale is 0-3 instead of 1-3 -
I have a katana/sr I still play he was my 1st 50 but I can only guess on the play style since I started my back in I2 when I had 6 slotted hasten with 5% defense from hasten. 6 slotted passives working my way to perma elude no DA it was consider a worthless power back then and you always took Sting of Wasp over Gamblers (different time)
It was fun though but yes it is a good build late game still -
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I had a similar experience with Chimera not too long ago. He just kept getting lucky over and over. Or maybe I had just been lucky over and over previously. At any rate don't get discouraged after three tries, you can do it!
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Doesn't Chimera have +Acc? If you're sitting at just cap, you'll likely get hit a bit more than usual, I think. And remember, AVs get a 1.5 to hit multiplier, so even floored, they hit 7.5% of the time.
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No clue on him I tore him to shreds and did not even blink at him but I put him down pretty quick and was never even close to dying on him -
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Well, if you can get 140% recharge in Fire Sword you can get a chain of Incinerate > Cremate > Fire Sword > GFS > Fire Sword.
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Thanks for the help I will see what i can rearrange on the build and IO's.
I see what I can tweak for the next respec and farming Items I need.
Thanks again for the help
Update I just took down Marauder AV I was able to keep a seemless attack chain after dropping the LOTG in grant cover.The chain I came up with was off pure feel and not a spreadsheet so I am not sure how good it is and I still have to test yours to see if I am even close to being able to pull it off.
GFS > firesword > Incinerate >Cremate >firesword >GFS > firesword rinse repeat about the 4th cycle through I have to hit cremeate than firesword and keep the same cycle as i started with after that. I have no reason why it did this could be due to active defense activation during the attack chains it is on auto.
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Drop Grant Cover in favour of Hasten, it will at least get you part way there, but yeah, you're going to need to beef up the global recharge significantly,
You don't need extra slots in Acive Defense though, and I used Hami Enzymes to get the most out of the defensive powers, which will again save you slots, which in term can be used to grab more recharge.
On a side note, your overall accuracy is also a little low for a high end build, the kismet will help a bundle, but . . . .
Whoops, just realised you were already at 5 power pool picks,
what you could do is swap Assault,Maneuvers & Grant Cover for Boxing Tough/Weave, which will give you slightly more defense, and allow you to reslot your attacks for more recharge
(for instance if you're putting three Hecatombs into Fire Sword, then 5 is even better)
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Well purples went from 25-50 to over a 120 million so i am kind of stuck until I farm some more cash out I had planned on 5 of them but what are you going to do.
I am skipping tough weave on purpose plain and simple. The acc has not been a problem so far even when I get debuffed
I just got a lotg last night I put in grant cover I looked I can drop another one in maneuvers so I guess I will do some merit farming for a 2nd lotg and drop luck of the gambler set into maneuvers -
I ran out of time it was late in the night is the only reason I stopped after two tries in a row
Thanks about the debuff tip I may have missed that I may need to run grant cover at times thanks -
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COX PvP was drawn and quartered, then burned with the ashes being dumped into the channel from the white cliffs of Dover.
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It was that way since release it was an epic failure -
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I can't even find an attack chain without a huge gap with those attacks. You need another attack or higher recharge, or I'm just too tired to look.
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No way for me to fit another attack without giving up my soft capped defense I can add 7.5% lotg recharge to the build in grant cover -
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what is your AoE defense sitting at?
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I am soft capped on everything 45% or just above
I figured I had a string of bad luck but I was just making sure I was not missing something on Shadowhunter -
OK I am looking for single target AV fighting efficiency in my attack chain on my fire/sd. I will put my build data chunk below any help would be appreciated. I kind of have a decent one by feel but I was looking for some suggestion to maybe make it better
Data chunk on my current build
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Ok I am running the Hero's hero Orbus trying some AV fun with my fire/shield. I have my doubts i can beat Infernal with fire primary but Chimera I cut through like butter with no temps or inspirations.
I made two attempts at the ShadowHunter I took a 1/4 of his health and he healed it all back and then he hit me with back to back big hits yea I got unlucky but this happened twice to me I rezed and regrouped and tried it again same thing happen is there a trick I am missing with him. -
I have two builds one soft capped against all and one almost all soft capped I did not go tough or weave the builds with this build it is kind of pricey on some items. i tweaked the everything soft capped build and lost some endurance reduction so it was a trade off.
Also note I was also concentrating on buffing damage when i could
Soft Capped tweaked build
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Close to soft capped
| Copy & Paste this data into Mids' Hero Designer to view the build |
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So did you fight your custom toons by hovering or flying above them and attacking with no fear of them ever being able to attack you? Because that's the reason the ranged attack was given to them.
It was possible to create boss level mobs that were very dangerous in melee, then just hover above them and rain down death with absolutely zero danger. It was an exploit.
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\What did the devs think would happen by not giving range attacks to all powers. This is not the first time this game dealt with that issue.
It started in I1 people use to farm werewolves that way so the dev team added the ranged boulder attack back then.
I so that one from a mile away the 1st time I logged on and dorked with MA -
My mood after the threat I went and farmed some more; I will farm again I need IO's for my next project which means I have to crank back up solo posi runs and farm the heck out of MA.
I just no longer publish my arcs except to play it and then unpublish it every time that way i do not have to worry about the crying masses
If I get banned I will just move on to the other game it is what it is and I am not going to cry over or worry about it. It is a game either they get my $15 or they do not.
The truth be know I am not even a great farmer I am a decent at best -
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Anyone know of a level 47 mob to make the arc 47-50+?
Can't seem to find one.
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Not unless one of the locked groups have it
It is so weird I had a missions boss; minions and lieutenants outside kick too 44 for level 3+ level 1 or 2 level 45
I have another mission with an EB/AV at lvl 1-2 gives 47 have not had a chance to test above that.
So it looks like what you have in the mission and setting decide what happens so it is more than one thing that effects auto sidekicking which is good to know when creating content for your you to run -
Even when i switch things around the custom group drops everyone to 44 not 45
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why would it be illegal?
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That was my question I thought the entire point of pvp was to gank someone over and over again
Next time they need to do arena matches lol -
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I've been trying for a long time to figure out how to scale custom toons. The reason for this is, simply put, I want to be able to team with my entire supergroup, regardless of level, and get normal rewards. I am hesitant to share this information with the public, because of the possible exploitation applications, But I am passively in the market for game design jobs, and this discovery cannot hurt my reputation. And so, as Albert Einstein did, i will make this potentially powerful and devastating information available to you, the players of COX.
The problem with scaling custom toons is that the level requirements are 1-54. Players are scaled up to the minimum level, 1, and NPCs are scaled to the leader's level.
What we want, is a level requirement of 45-54. This way, the level 1-45 player characters will scale to 45. The enemies will scale to 45, or the highest player level, which ever is higher.
To accomplish this, we must understand a little bit about how patrols and boss fights work in the AE editor. These types of mission details swap out one for one, a standard enemy spawn in the level. If you put the maximum number of these details in the mission, they will completely replace the native spawn type. The level requirement, however, will remain the same as the native enemy type, and the players will be level scaled accordingly.
To get the desired effect, we simply set the mission settings level to a 45-54 enemy group, such as werewolves, and set a single mission detail of boss, patrol or destroy object.
To get a classic style COX map, use bosses. Make your custom boss a minion, or lieutenant, if you think that many boss fights would be too challenging. Make sure to change the surrounding enemies to your custom toon group Do not leave it as 'same as boss', It doesn't work. I like to set all the groups to patrols because it adds a new level of complexity to the missions, giving them a more tactical feel. Which ever one you chose, if you do not want a destroy all enemies map, remember to click off the required for mission completion toggle under the settings dropdown of your mission detail.
In the settings drop down menu of the mission detail, go to the quantity field and enter the map specific maximum number of allowed ambush, boss, patrol or destroy object details. This number can be seen on the mission setting summary on the right side of the mission settings page.
Fill in your mandatory dialogue boxes and you are good to go.
Remember, as uncle benny said, "With great power comes great responsibility." Please use this info to cultivate your imagination, not to make a mad grab for XP.
Enjoy.
Your melancholy messiah,
W. Mitchell Adams, AKA: Captain_Cosmic.
Wadams5.com
~P.S. If you use this technique in your mission arc, please feel free to put my name in the credits. No pressure.
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I have wolves for 45-54 but my custom is the man enemies I just have two roving patrols of wolves to force the sk up they just sk to 44 and it did not matter if I was unyielding or Invincible
I have a non custom group mission rikiti are the main which is like 33-50 carnies and wolves and added snakes as well last night yea yea it is a goofy mission but fun and it auto sk every one to 45
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It also depends on the enemy type. For instance, the Family has some real screwy level problems... at the earliest range, Marcones may not spawn for hero teams at all, and at the upper range you could have the team -10 or the enemies at -10.
What's the actual composition of the custom faction in question? 46 is an awfully weird start point.
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I have a custom group with two were wolf patrols to get 45-50 range and if the person is lower they come in at 44 so no idea what when they use to come in at 45. I made tweaks to the mission text so no clue for me I am guessing bug or nerf not sure which one
Ok some more testing and this is what I am seeing I have an arc with rikti werewolves and carnies and the sk works at 45 a custom and the wolfs are setting at 44 -
Yep nerfed I am seeing the same thing was no big deal I just sk my buddy up but if I was planning more than one SG mate not going to happen
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yet for a tanker; brute or scrapper it is a non issue