JamMasterJMS

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  1. JamMasterJMS

    Alpha Slot Info

    So if I understand...

    For instance, if I want my blaster to be super accurate id select the "nerve" alpha slot. If I wanted to further enhance down that tree id either have to choose +acc and hold dur or +acc and defense.

    Neither of those 2 options particularly help a blaster much. Generally they don't have holds or defense.

    All of the alpha slots worked out that way. No particular synergy further down the tree.

    First impression isnt overwhelming, but most of the implementation in this game has worked out better than I thought. Ill wait on giving it the big booo after I see how it works out in actual gameplay.

    If my understanding isn't correct on what I described above, someone please shed light on it.
  2. You could pick an /invuln scrapper.
    Invinciblility would be enough of a taunt aura for aggro control on a team. If a buddy played a cold domination def/troller, between his shields on the scrap and frostwork you'd have a pretty incredible duo. Leaving the 3rd spot open for a free choice, say a damage dealer or more buffs/debuffs.

    You don't NEED a tank to maintain aggro control. But ill echo the sentiment of others, any 3 ATs can run roughshod on 90 percent of the content in this game
  3. All je saist has to do now is link himself from a prior post about how he's right and the cycle will be complete.
  4. Just a quibble and if your trying to build for defense id suggest takin combat jumping anyways, but cloak of darkness has immobilize protection in it already.
  5. Kat/wp scrap is a joy from 1-50, easily able to handle large spawns of low lvl enemies quite easily, while still being able to crank up the diff if you want to challenge urself.
    I found claws/sr to be the "zen" of scrappin. Of course you have to get to higher lvls before you get to the "zen" stage.
    just my 2 inf.
  6. Quote:
    Originally Posted by je_saist View Post
    yeah. the fact that it's basically energy manip means it's already fallen short. The developers have flat out stated that Energy Manipulation is not actually a manipulation set, it is an abnormality in the Blaster Manip line-up, and that no more powersets will be based on it's model.
    Please provide the link where the devs stated anything closely related to what your sayin here.

    Posting a link to something YOU'VE stated and claiming it as fact is getting old.
  7. Quote:
    Originally Posted by Thinkso View Post
    Fair enough. I'm of the opinion that several other dom sets are top notch platinum, while mind is top notch gold.

    Which if you adjust said scale where the platinum rating is the best then mind does indeed fall somewhere in the middle quality rating.

    Taken in context my words were essentially that mind is middle of the pack, but that is still excellent. Just like how gold is still great, just not as good as platinum.
    What "several other dom sets..." are you referring to?
  8. Make sure you confuse first and then terrify, otherwise you'll eat the alpha.

    Aoe hold then terrify works similarly well.
  9. Quote:
    Originally Posted by Shred_Monkey View Post
    As you can see from the other responses, you're probably safe with just about any scrapper primary except for spines. As far as boss killing on an 8 man team, I play this way a lot (except for when I play my spines/electric). It's a good strategy for speeding up a team's pace as there are often several AoE "farmer" types on a random team that will do a good job of taking out the minions/LTs... and the Bosses tend to be the last living target of each spawn unless someone is focusing on them. Scrappers are indeed an excellent choice for this task as they can go headfirst into the full spawn first if desired and start beating on the boss right away. Plus they have the ST damage output to finish the bosses in the time the rest of the the team takes to mop up the rest.

    I personally prefer the fast animating attacks sets such as claws, dual blades, and Dark Melee over the slower big hitters like broadsword and to some extent MA. Broadsword may do big burst damage, but I find that's often wasted when on a team. It's not unusual to target something click headsplitter and watch it's hitpoints disappear before your animation finishes.

    I'm not sure I'd take regen, because you really do want to be the first toon into the spawn to be very efficient at what you're doing. Regen can do that well with MoG and Shadowmeld from the stalker patron pools, but what you're essentually doing with those 2 powers is turning yourself into a well built /shield or /SR scrapper for 15 seconds... why not just be a well built /shield or /SR scrapper?

    That said, there's dozens of ways to do what you're wanting to do. All are effective. The points and counter points are essentually about whether you'll be able take down those bosses in 10 seconds vs 11 seconds... You'll probably spend more time waiting for teammates to show up to the mission then the difference between playing boss killer with the best scrapper option versus the worst scrapper option.
    This

    I'd highly recommend a claws/sr
  10. Id slot more heal in DR over damage/accuracy
  11. Quote:
    Originally Posted by Doomguide View Post

    Second your passives provide a scaling damage resistance. Only with all 3 and with all 3 enhanced will you get the maximum damage resistance possible for any given amount of health.
    I dont think it works like that actually.
    You get a flat 20% damage resist bonus per each passive takin. You cant slot more resists into the power to get more resistance. The resists kick in based on health value.
    I could be wrong though
  12. Why would you want to play kinetics if its not for buffing?

    I mean I get the point that its frustrating to keep SB up on a team all the time (add ID for mez protection to your def/troller team mates and that literally is almost all your doin). My own kin defender has stalled at 45ish because the play style is so tiring.

    But besides that, what are you tryin to accomplish by not taking SB? Self damage boost via FS? Sorry brother but any aim+build-up blaster is goin to do more damage.
    And as great as the trans* powers are, you can take aid self and build for end sustainability.

    Im not tryin to dissuade you from playin how you wanna play, I just dont understand why'd you wanna play kinetics if you dont want to use the set defining power(s).
  13. Quote:
    Originally Posted by Bill Z Bubba View Post
    Nope, that's not what I'm saying. I'm saying that the game was borked, the devs knew it, they also knew they wanted a crafting system and that ED and the GDN were part of the plan to both deal with balance issues at the time AND prep for crafting.

    EDIT: Or I'm giving the devs far too much credit and every step along the way have been reactionary kneejerk reactions.
    Was the game borked or was the lead dev at the time a dork for thinkin that 1 hero equaled 3 minions?
  14. Maybe the "Comin Storm" and the incarnate system is a step in the Cosmic Level power that super heros sometimes attain.

    Beatin up on skullz is fun but I'm lookin for a bigger challenge than what this game offers at this point.
  15. I think for a plant/ dom either fire/thorns/psy would be the best secondary,

    Fire for the simple reason of its high damge.
    Thorns has great AoE and SoC makes using that safe.
    Psy for PSW, and DP, u could conceivably take on hard targets with the -regen u have.

    I dont think /ice is a good fit. It has meh damage and powerboost isnt something I found all that useful, If I need any kind of boost on a dominator its gonna be the button named Domination. If you want an attack set with a ranged cone and a pbaoe with a couple other ST attacks /fire does it better.
  16. pfft,

    Psy mastery,
    Alternate MOB and DOMINATION for perma mez prot w/o the hassles of perma-dom.
    Any numbers on Link Mind?

    And Sleet is lookin real sexy for my gravity dom!
  17. I think it sux actually.
    I built a toon and invested alot of time into a ma/da with the whole purpose of, if the attacks hit, I just added 4 mez of stun to something.

    Now i'll only have a 75% chance of landing the boss lvl mez stunning on the first attack, its like they're FORCING me to use EC to add in mez if I need it. That blows.

    Ya know, instead of adding a little aoe to SK, we get more damage in CAK.

    Thanks devs!
  18. Ill throw in a vote for a dark/dark scrap and a dark/dark defender.
    TONS of synergy between those 2 powersets
  19. You dont need any more defense slottable powers to fill your quota of LotG +recharge.
  20. Well, there is a dark/dark scrapper.

    If you understand that a WS "leeches" then dm/da does the same thing kinda.
    Form switchin IS unique to epic archtypes though.

    Dark consumption is an endo drain that leeches endo from mobs to yourself
    a la stygian circle.
    Soul drain is a tohitt/damage drain similar to sunless mire.
    Dark regen is a heal similar to stygian circle

    Dont forget inky aspect/oppressive gloom and shadow cloak/cloak of darkness
    plus orbiting death/death shroud.

    Now again, you cant switch forms as a scrapper, and a WS has many more leach/drains but a dark/dark does have alot in common with a warshade.
  21. LMFAO
    Dyin on a pug fightin +1 X8's
    And then complainin its cuz you didnt get healed.

    At least you had ID on you. Thats 20% s/l resists (if i remember correctly) and mez protection.
    The mez protection alone shoulda saved you from any "serious" trouble.

    Bad form OP. Bad form.
  22. CoD is an end drain at that lvl and id highly suggest you NOT fight with it on.

    CoF is an end drain at that lvl and id highly suggest you NOT fight with it on.
  23. DM/DA almost begs to run tof/cof combo. Any other /da combination and Id suggest OG.

    Both mez toggles have their issues though, whether you want the "drunken stupor" of OG or the "scare" effect of CoF is player preference.
    I personally find the "scare" of CoF horrible, mobs will run to the other side of the map, while OG's "stagger" will have mobs stay relatively close.

    I think the frankenslotting I have on 1 /da toon with the +end proc is

    2 Theft of essense, (the +end proc of course) and the acc/end/recharge
    This gives 10% regen
    2 Harmonized healings, heal/end/recharge and end/recharge
    For a 1.5% recovery bonus
    1 Doctored wounds heal/end/recharge
    1 Touch of nictus acc/end/heal

    total values
    heal 76%
    acc 37%
    recharge 63%
    endurance 95%

    700 pt heal
    18 sec recharge
    17 end cost
    Not bad but im sure theres better slotting.

    I just bought a ToE acc/end/recharge, a 3 slot bonus will give me a 1.8 max endo bonus.
    Ill probably drop the ToN out to fit that in.