Joy_Division

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  1. Almost all of the farms I've participated in are a custom group. Your fix would accomplish nothing except crippling people's legitimate stories.
  2. I have a defender on Freedom named Circle Jerk. Backstory involves something with the CoT, to make it look legitimate. Still not generic'd!
  3. Also keep in mind that you generally don't need PA to be perma. I have an ill/rad who pretty handily defeats most AV's solo, and still has roughly 10 seconds of PA downtime. Phantasm's decoy will often fill that 10 second gap, and if that doesn't cut it, I use hibernate until PA recharges.
  4. I agree on the choking cloud opinion. Uses too much end for not enough payoff and forces you stand around in melee. The extremely long activation time on it prevents its use as a panic button.

    For keeping stuff in range of your toggle debuffs, don't forget lingering rad. The slow on it is substantial. I usually use confuse on a lt, then slap the toggle debuffs on him. That way he'll _usually_ stay near the other npcs.

    For soloing bosses, mesmerize will one-shot hold them. Then I usally do lift, dominate, mez, dominate, and they're held without ever getting to attack. Unless I miss.

    You won't do much damage, so soloing is slow, but it can be kind of fun becuase of the strategy involved.
  5. What level is your fire/TA? With appropriate slotting, char will recharge fast enough so that second hold is superfluous.
  6. Joy_Division

    Pet AI question

    You can also slot for recharge and simply summon the pet where you want it. But yes, being sneaky is far and away the best way to leverage them. Do the patrol in Siren's Call before you outlevel it (think that happens at 30...). That'll get you a stealth temp power that is often good for a long, long time, used sparingly.
  7. Ok. So now I have to put in an accuracy in place of the end-red that I put in to replace the inital accuracy. Awesome... Thanks for clearing that up.
  8. That's what the combat text says, and sure enough I was able to hit +10's with it. Yet I can slot it for accuracy (which I did, and is apparently a waste of a slot). Has this always been the case?
  9. [ QUOTE ]
    if you ask me, most people would probably be happy to make the dmg res in Recon (and Healing Flames, and...Alkaloid...and...?) unenhanceable in order to have the set bonuses effect it (them)

    [/ QUOTE ]

    Definitely. iirc, this is a bug and something the devs can't easily fix with the way the coding works. I'm just glad it's only damres and not other secondary effects like recovery debuff (which is why I was wondering about transfusion).
  10. Such as the 5% bonus in Touch of the Nictus.
  11. I have a similar bug that I'm wondering if it's also a known issue. I have quicksand bound to the '1' key. Every time I zone, it unbinds, and then the 1 key activates the 6th power in tray 2 (which happens to be aid other). Is there a workaround for this?
  12. I did this on unyielding with my heavily IO'd fire/WP, and had no difficulties. But man, that was FUN. I say if you're gonna make a farm, then make a friggin FARM!!! So many freaks 90% of them are just standing there with their arms crossed because they vastly exceed the aggro cap. This is what scrappers are for!

    5 stars!
  13. I made a fire/wp guide. It's here.

    Still a bit of a rough draft. Any input would be appreciated.
  14. Joy_Division

    Guide to Guides

    I've created a guide for fire/willpower scrappers. It's still a bit of a rough draft, so feedback would be appreciated.

    You can find it here:

    The Will to Burn: A Guide to the Fire/Willpower Scrapper
  15. The Will to Burn: A Guide to the Fire/Willpower scrapper

    Fire/WP is an interesting combination because it takes a secondary that is very strong but has no real reactive abilities and pairs it with a primary that is one of the highest damage options available to a scrapper, but also has no reactive abilities. Unlike the knockback, defensive boost, fear, or stuns found in other primaries, fire melee has one thing and one thing only going for it: damage and more damage. Willpower is entirely toggle based - you have no click heals, no utility powers, no panic button. So you may be wondering, why would I want to play a combo where there is nothing I can do to prevent from faceplanting? Well, there is. Built right, WP can be incredibly tough, and fire melee does enough damage to kill before you get killed. This guide is meant to show how to do that.

    First, a breakdown of the individual powers.

    Fire Melee:

    Scorch: level 1, 3/5 rating

    This is a basic fast-animating, fast recharging minor damage melee attack. It is entirely fire, however, which is nice. The 1st tier attacks have become more popular recently because they tend to provide good dps, and the quick recharge makes them ideal for procs.

    Fire Sword: level 1, rating 3/5

    This is a basic 2nd tier melee attack. It hits about 50% harder than scorch, but has double the recharge time. Roughly 1/3 of its damage is lethal, which tends to be resisted, especially in the late game. Most folks choose this or scorch, but not both; at least until your attack chain is complete. Until then, it's fine to take and use both, and respec out of one of them later. A lot of people think the sword itself is cheesy looking - a "triangle on a stick". It boils down to personal preference and how much recharge you have to make a complete attack chain (using fire sword vs. scorch will require more).

    Cremate: level 2, rating 5/5

    You can pick this up at level 2. Compared to equivalent scrapper attacks, this hits very hard, and it's about 75% fire damage. Very nice. The only attack at this level that does more damage is shadow maul, but cremate animates in a fraction of the time. This attack is a must, and will become the backbone of your attack chain.

    Buildup: level 6, rating 4/5

    Typical scrapper buildup - 100% damage buff, 20% to-hit buff. On AT's with high base damage, like a scrapper, buildup is pretty important. I tend to take it earlier than most because it's viscerally satisfying to clobber stuff really hard, and it makes 1 encounter nearly trivial, though only every 90 seconds. The to-hit is great in the low levels when something is debuffing your accuracy. This will give you your one shot at glory by letting you smack down a Tsoo sorcerer or CoT spectral demon.

    Breath of Fire: level 8, rating 2/5

    I really wanted to like this power, but in the end I was spurned. It takes a long time to animate, 2.67 seconds, and its narrow cone can be difficult and time consuming to line up. It requires you to be slightly out of melee range, which is a detriment to both the way Willpower functions, and for the PBAoE of fire sword circle which you WILL take at level 18. Even enhanced for range, it's quite narrow and is a pretty sad little ranged attack. On the positive side, it is 100% fire damage, has a 15% accuracy bonus, and can hit 10 targets at once. If you can pull it off, it's very satisfying, but requires a lot of work, either herding solo or allowing a good tank to do it for you.

    Confront: level 12, rating 1/5

    Generally pointless for a scrapper. Unless you have a dedicated concept team where you're playing your scrapper as a tank, skip it. The adage is, "if you want to aggro something as a scrapper, punch it in the face."

    Fire Sword Circle: level 18, rating 5/5

    This is the single most damaging PBAoE attack in the scrapper arsenal. If you don't take it at 18, everyone will laugh at you. And with good reason. It has a large radius of 10' and it's primarily fire damage. It does take a while to recharge, though.

    Incinerate: level 26, rating 4/5

    Heavy fire damage, quick activation, decent recharge. The only drawback is that it's entirely damage over time. It's best used on something that needs to take a significant beating, or the DoT may be wasted by your targets premature death. Bosses and lieutenants. Solo, use it on whatever, but remember that the damage is applied over several seconds. The DoT can be quite useful for interrupting annoying npc's like sky raider engineers (or aid self spamming brutes, if you want to try PvP).

    Greater Fire Sword: level 32, rating 4/5

    Finally, here's your big money. GFS hits like a truck. It hits harder than headsplitter, provided 3 of the 5 tics of fire damage hit, and recharges faster as well. Of course, it never knocks anything down, either. The only reason this doesn't get a 5 is because the animation looks more like you're trying to use a sledge hammer one-handed, and it has a goofy sound that, to me, is totally out of place. GFS's sword effect is longer than fire sword, and if you switch back and forth between the two, the sword will elongate and shrink. It's a little embarrassing.

    Willpower:

    High Pain Tolerance: level 1, rating 4/5

    This is a great passive power. It grants 20% more hit points and 5.63% damage resistance to all. More hitpoints = more hitpoints regenerated per second, and also helps you soak up hard hits. It's also a good spot to stick uniques, because it's passive and you get it at level 1.

    Mind over Body: level 2, rating 4/5

    Typical damage resistance toggle. This provides moderate damage resistance to smashing, lethal, and psionic. The psionic damage resistance will save your bacon in the later game when you're dealing with carnies and arachnos.

    Fast Healing: level 4, rating 3/5

    Nothing fancy, but it works. This grants a 75% regeneration bonus, about twice what Health provides. It also gives some regeneration debuff resistance, though I'm not sure how effective it is in actual gameplay. By itself, it's nothing to write home about, but layered with the rest of powers in Willpower, it's another brick in the wall of your mitigation.

    Indomitable Will: level 10, rating 5/5

    Your basic mez protection toggle. But you also get protection against the exotic forms of control, namely confuse and fear, which is awesome for the few occasions you have to worry about it. This also protects against knockback, and has 7.5% defense to psionic attacks. You may or may not wish to slot for defense, though every bit helps.

    Rise to the Challenge: level 16, rating 5/5

    This is often referred to as the defining power in Willpower. It does represent a fairly dramatic change in playstyle, and it's what makes Willpower unique, but truly this secondary is all about the layering of effects. RttC has numerous effects, all only within an 8' radius. First, for each target within 8', you get a regeneration bonus. The 1st npc grants the biggest bonus by a long shot, and each additional npc grants a little more, up to the limit of 10. Second, it has a small to-hit debuff for anyone close to you. It is only 3.75%, so not really worth slotting for unless you have unused slots burning holes in your pockets. However, it stacks with your other defenses and shouldn't be overlooked. Finally, it has a weak taunt aura, which is primarily a functional addition so that npcs are drawn in to allow RttC to work. Don't expect to out-taunt a tank using taunt, and don't expect it to save trigger-happy blasters from out aggroing you. Fully surrounded, you will regenerate faster than a regen scrapper unless they're using Instant Healing, but don't go bragging about that or karma will make you faceplant.

    Quick Recovery: level 20, rating 5/5

    This is a stamina-like power available at 20. It's actually a little better than stamina. Willpower runs a lot of toggles, and fire isn't exactly light on the end bar, so you will want this. In fact, you will probably want both this AND stamina, but I'll discuss that later.

    Heightened Senses: level 28, rating 4/5

    This toggle provides moderate defense to the elemental damage types, as well as increased perception and resistance to defense debuffs. Some folks will think this is skippable, but that would be a mistake. Again, Willpower is about layering your mitigation. Omitting HS leaves you pretty much wide open to elemental damage, and there are really a lot of npcs (and PCs!) who have ranged energy or fire attacks. The perception is great for dealing with Knives of Artemis, sneaky Bane Spiders, and smoke bomb dropping Fortunatas. In practice, I find the defense debuff protection will only negate a few incoming debuffs. An army of Cimemoran Traitors or Rad-blaster robots will have your defense in the red very quickly.

    Resurgence: level 35, rating 2/5

    The ever-present yet ever-skippable self rez. This will bring you back with roughly 1/2 health and 1/2 of your end bar, and with a hefty damage and to-hit bonus to boot. Unfortunately, there is no window of invincibility that is associated with some other rezzes, so using this near a bunch of hostiles will likely get you immediately rekilled. On the plus side, there is no annoying stun or rooting effect when you use it, so if you've got good reflexes, you can rez, activate a travel power, and flee very quickly to retoggle. I've done this successfully several times, and it beats a trip to the hospital.

    Strength of Will: level 38, rating 3/5

    Here's your "God Mode". Too bad it's actually only a "Kinda Tough Mode". This is WP's only click power, on a 300 second timer that is utterly unreduceable, that will give you 9.4 damage resistance vs. elemental types, and 18.8 damage resistance versus smashing and lethal, as well as more status effect protection and recovery. Yeah, pretty wimpy. But combined with the rest of your toggles, it can make or break a fight. Unlike other tier 9's, SoW, doesn't drain your whole blue bar when it ends. It just drains 50 end, which may be enough to detoggle you anyway. In any case, the crash won't insta-kill you, so don't be afraid to "waste" it by using it where you might not have needed it. SoW is NOT a panic button. It takes too long to activate, and if you click it after you realize you're going to die, it is likely too late and you will die anyway. Use it pre-emptively if you expect trouble - like when the blaster on the team says "oops" for no apparent reason. As an added bonus, SoW can be used as a breakfree if you've been mezzed. This won't happen too often, but when it does, it's really pretty cool. Take that, Rikti Mesmerists!

    Strategy:

    Level 1-15:

    These levels are painful for any scrapper. Shoddy damage, clunky attack chain, poor defenses, empty blue bar. High Pain Tolerance and Mind over Body, if you took it, will give you some time to beat your enemies into submission, but you'll mostly be hoping to hurt them before they hurt you.

    16-27:

    You'll get two key powers during this phase: Quick Recovery and Rise to the Challenge. The former will prevent you from running out of end so fast. Less downtime, more time to beat stuff up. The later, however, represents a significant shift in playstyle. Where formerly you may have been trying to keep enemies at range, Rise to the Challenge will generally make you most survivable if you are surrounded by baddies. They will be less likely to hit you, and will help you regen faster. Willpower is interesting in that it has a breaking point in its mitigation, but finding it can be quite a balancing act. With practice, you'll know how many and what sort of enemies you can have clustered around you that will maximize your regeneration, but not overwhelm it. This limit will get higher as you progress in level. Try herding some mobs in a solo mission for practice to see how much you can get away with. You'll know if you overdid it, because you'll start to die fairly rapidly. Also, RttC's taunt aura will draw mobs in so you can Fire Sword Circle them, which in my mind justifies the herding efforts.

    28-38:

    You'll get your big hitter and your environmental mitigation during these levels. By now you should be trucking along pretty smoothly, and these additions will just make it better. You may at this point find you're still burning through your end bar too fast. Willpower runs a lot of toggles, so I recommend adding stamina at some point to quick recovery.

    39-50:

    Everything here is just gravy. You'll have plenty of room for pool powers, fun powers, epics, whatever. High level scrappers are pretty powerful, so it's nearly impossible to screw this up.

    Pool Powers:

    Travel Pools:

    Travel powers are a personal choice, and generally each have equal advantages. The travel power itself is based on your concept, but the prerequisite may have an actual effect on gameplay.

    Speed: Great in CoH, not so great in CoV, though the PvE stealth is useful anywhere. Flurry is a real stinker for scrappers, and hasten doesn't really benefit a fire/wp much because of the lack of powers with long recharges. If you're intent on a high recharge attack chain with only a few attacks, then consider it. Fire Sword Circle recharges in a long 20 seconds, so anything that helps bring that recharge down is nice, but I wouldn't take hasten solely for one attack.

    Leaping: For speed and vertical movement, I find this to be the best travel power. Jump kick, though recently buffed, still stinks. Combat jumping provides excellent combat mobility, and a small amount of additional defense, which never hurts.

    Teleport: Unless you have a teleporting scrapper concept you just have to try, I would never advise this pool for scrappers. Recall friend can be handy, but I usually just hope the defender will have taken it.

    Flight: Fly itself is woefully slow until you get into the upper levels, but it's pretty darn fun once you do. Hover is way too slow to be useful, and except for the minimal defense, doesn't play to WP's strengths in any way. Fire scrappers can't hover-blast. Air superiority, though, is still the best pool attack available, with a near guaranteed knockup. It can be used to fill fire melee's gaping mitigation hole by knocking dangerous npcs on their butts long enough for your regen to heal you to a safe level, or just to keep unpleasant sappers and their ilk from landing hits on you. This is the pool I went with, and I can tell you that there are numerous situations where I would have died if I didn't have air sup to buy myself some time.

    Fitness: If your scrapper is not constantly on the attack, you're doing it wrong. But maintaining an endless chain of brutality gets tiring, especially if you're running a lot of toggles. Even with quick recovery, I found myself burning through end way too fast, and felt it was necessary to pick up stamina as well. Some people gripe about the 2 "wasted" prerequisites, but I find that fast, unsupressable movement makes the game 100% more fun. In fact, any character without those prerequisites feels annoying slow and not very heroic to me. Health adds to your regen, which is always helpful for willpower.

    Fighting: A lot of people pick up tough and weave for a bit of additional mitigation. Both stack wonderfully with willpower because you already have moderate damage resistance and moderate defense. You can cap your resists to smashing and lethal damage with Mind over Body + Tough + Strength of Will, even without fully slotting all those things. Very nice when you're dealing with some of the extremely hard hitting bosses, such as Freak Tanks Rikti Chief Soldiers. The only drawback is that you'll need to also take either boxing or kick, and then likely never use it. I took kick for the small chance of sending a level 1 skull flying across the street.

    Concealment: Not too useful for a scrapper, who should be fighting, not hiding like a wimp. Take it if it's vital to your concept or if you just have to have that 3% defense at the expense of moving very slowly.

    Leadership: Numbers for this pool are quite lackluster for scrappers. You already have perception in HS, so tactics is redundant, though the to-hit is nice. Assault doesn't provide enough bang for your buck (15% damage increase) in my opinion, but if you're aiming for a max damage built with IO sets, you might consider this. Maneuvers is even more defense, but again it's balanced against buffing an entire team and isn't that great for an individual.

    Medicine: This one's debatable. Some really dislike WP's lack of a self heal, and aid self will fill that hole. I have no doubt that it would add to your survivability, but remember that there are several seconds of time after you use aid self where you can't act at all. In my experience with the power, that window is easily long enough to take all the damage you just healed. Net gain of zero.

    Presence: I've never seen this on a scrapper except for a PvP spec'd scrapper. Or a noob. Even then, it requires a lot of slotting to be effective, and often is less reliable than just beating something into submission. The useful powers are all higher tier ones and require you to grab something you'll never use as a prerequisite.

    Epics: These 3 pool can help your shore up weaknesses, boost strengths, or add utility you didn't previously have. More than any other pool, these are pretty interchangeable and often for flavor. Want to be a fire/sword wielding ninja? Get shuriken. Want a hold for sappers and stuff? Grab Petrifying Gaze. Want to knock a whole mob on their butt? Take Energy Torrent. In practice, I find the ranged attacks function more as nifty toys than useful attacks, especially if there is a real ranged damage-dealer around, but don't let that stop you if you want to shoot lasers from your eyes. There are some good strategies to be had from the epics though. Used correctly, caltrops, torrent, or energy torrent can be excellent damage mitigation. The to hit debuff from dark mastery powers would stack well with Willpowers defense and to-hit debuff. I went with only Focused Accuracy because my accuracy with just IOs and IO bonuses sometimes wasn't as good as I wanted it to be.

    A note on PvP: Scrappers in general are not great at PvP. Being restricted primarily to melee attacks makes for a frustrating experience. But if you insist on taking your fire/wp into a PvP zone, be aware that it isn’t going to be a great combination. Willpower works best with enemies right next to you, which is a situation that rarely occurs in PvP. Kiting with ranged attacks reigns supreme. Also, in PvE, the strength of WP lies in its many layers of different mitigation, but in PvP this tends to be a weakness. Players can and will build to easily overcome your moderate defense, and the moderate resistance you’re left with will not be enough to keep you alive. Your regen rate is not enough to outpace the brutal burst damage that’s typical of PvP. The fire melee primary is very strong with excellent burst damage potential, but you have no status effects with it (not that they work too well in PvP anyway), and good luck hitting anyone enough times in quick succession to defeat them.

    IO set bonuses: I'm not going to go into this much because of staggering variety that's possible. In general, for a Fire/WP scrapper, more hit points are your best friend. Then regeneration, typed defense (which is difficult to come by), accuracy, damage, recharge. I've seen builds that basically ignore WP's typed defense and focus instead on positional, but I'd feel I'm selling myself short doing that. For me, though, scrappers are the best AT in the game to dump obscene amounts of inf into. No other AT provides quite the satisfaction of riding that razor edge between beating stuff up and getting beaten up, especially when the odds are against you. No reliance on pets, holds, debuffs. Just pure, unadulterated violence.

    Here is a generic SO build for some idea of how to make your choices. It is quite similar to my own, except mine is all IO’d out the yin-yang:

    Hero Plan by Mids' Hero Designer 1.40
    http://www.cohplanner.com/

    Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Willpower
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Scorch -- Acc(A), Dmg(3), Dmg(3), Dmg(13), EndRdx(13), RechRdx(25)
    Level 1: High Pain Tolerance -- ResDam(A), ResDam(15), ResDam(15), Heal(17), Heal(40), Heal(46)
    Level 2: Mind Over Body -- ResDam(A), ResDam(34), ResDam(40), EndRdx(40)
    Level 4: Cremate -- Acc(A), Dmg(5), Dmg(5), Dmg(9), EndRdx(9), RechRdx(43)
    Level 6: Build Up -- RechRdx(A), RechRdx(7), RechRdx(7), ToHit(43)
    Level 8: Swift -- Run(A)
    Level 10: Indomitable Will -- DefBuff(A), DefBuff(11), DefBuff(11), EndRdx(43)
    Level 12: Air Superiority -- Acc(A), Dmg(36), Dmg(37), RechRdx(39), RechRdx(45)
    Level 14: Health -- Heal(A)
    Level 16: Rise to the Challenge -- Heal(A), Heal(17), Heal(36), EndRdx(39)
    Level 18: Fire Sword Circle -- Acc(A), Dmg(19), Dmg(19), Dmg(31), RechRdx(42), RechRdx(42)
    Level 20: Quick Recovery -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Fast Healing -- Heal(A), Heal(23), Heal(23)
    Level 24: Fly -- Flight(A), Flight(25)
    Level 26: Incinerate -- Acc(A), Dmg(27), Dmg(27), Dmg(37), EndRdx(37), RechRdx(46)
    Level 28: Heightened Senses -- DefBuff(A), DefBuff(29), DefBuff(29), EndRdx(36)
    Level 30: Stamina -- EndMod(A), EndMod(31), EndMod(31)
    Level 32: Greater Fire Sword -- Acc(A), Dmg(33), Dmg(33), Dmg(33), RechRdx(34), EndRdx(34)
    Level 35: Kick -- Acc(A)
    Level 38: Strength of Will -- ResDam(A), ResDam(39), ResDam(46)
    Level 41: Focused Accuracy -- EndRdx(A), ToHit(42), EndRdx(45)
    Level 44: Conserve Power -- RechRdx(A), RechRdx(45), RechRdx(48)
    Level 47: Tough -- ResDam(A), ResDam(48), ResDam(48)
    Level 49: Weave -- DefBuff(A), DefBuff(50), DefBuff(50), EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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    And this is my current build:

    Hero Plan by Mids' Hero Designer 1.40
    http://www.cohplanner.com/

    Level 50 Magic Scrapper
    Primary Power Set: Fiery Melee
    Secondary Power Set: Willpower
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(13), F'dSmite-Acc/Dmg:40(13), Hectmb-Dam%:50(25)
    Level 1: High Pain Tolerance -- Numna-Heal:41(A), Numna-Heal/EndRdx:41(15), Heal-I:40(15), Numna-Regen/Rcvry+:40(17), S'fstPrt-ResDam/Def+:30(40), ResDam-I:40(46)
    Level 2: Mind Over Body -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/EndRdx/Rchg:40(34), RctvArm-ResDam:40(40), RctvArm-ResDam/Rchg:40(40)
    Level 4: Cremate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(5), KntkC'bat-Dmg/EndRdx/Rchg:35(9), KntkC'bat-Knock%:35(9), F'dSmite-Acc/Dmg:40(43)
    Level 6: Build Up -- AdjTgt-Rchg:40(A), AdjTgt-ToHit/Rchg:40(7), AdjTgt-ToHit/EndRdx/Rchg:40(7), AdjTgt-EndRdx/Rchg:40(43)
    Level 8: Swift -- Run-I:40(A)
    Level 10: Indomitable Will -- LkGmblr-Def/EndRdx/Rchg:41(A), LkGmblr-Def/EndRdx:41(11), LkGmblr-Def:41(11), LkGmblr-Def/Rchg:41(43)
    Level 12: Air Superiority -- C'ngImp-Dmg/EndRdx/Rchg:40(A), Mako-Dmg/EndRdx:40(36), Mako-Acc/Dmg/EndRdx/Rchg:40(37), Mako-Acc/Dmg:40(39), Mako-Dmg/Rchg:40(45)
    Level 14: Health -- Heal-I:40(A)
    Level 16: Rise to the Challenge -- Numna-Heal:41(A), Numna-Heal/EndRdx:41(17), DarkWD-Slow%:40(36), Heal-I:40(39)
    Level 18: Fire Sword Circle -- Sciroc-Dmg/EndRdx:41(A), Sciroc-Dmg/Rchg:41(19), Armgdn-Dam%:50(19), Sciroc-Acc/Rchg:41(42), Armgdn-Dmg/Rchg:50(42), Armgdn-Acc/Dmg/Rchg:50(42)
    Level 20: Quick Recovery -- P'Shift-EndMod:41(A), P'Shift-EndMod/Rchg:41(21), P'Shift-EndMod/Acc/Rchg:41(21), P'Shift-EndMod/Acc:41(46)
    Level 22: Fast Healing -- Mrcl-Heal:40(A), Mrcl-Heal/EndRdx:40(23), Mrcl-Heal/Rchg:40(23)
    Level 24: Fly -- Flight-I:40(A), Flight-I:40(25)
    Level 26: Incinerate -- C'ngImp-Acc/Dmg:40(A), C'ngImp-Dmg/Rchg:41(27), C'ngImp-Acc/Dmg/Rchg:40(27), C'ngImp-Acc/Dmg/EndRdx:41(37), C'ngImp-Dmg/EndRdx/Rchg:41(37)
    Level 28: Heightened Senses -- LkGmblr-Def/EndRdx:41(A), LkGmblr-Def/Rchg:41(29), LkGmblr-Def/EndRdx/Rchg:41(29), LkGmblr-Def:41(36)
    Level 30: Stamina -- P'Shift-EndMod/Acc:40(A), P'Shift-EndMod:40(31), P'Shift-EndMod/Rchg:40(31), P'Shift-End%:40(31)
    Level 32: Greater Fire Sword -- C'ngImp-Acc/Dmg:41(A), C'ngImp-Dmg/Rchg:41(33), C'ngImp-Acc/Dmg/Rchg:41(33), C'ngImp-Acc/Dmg/EndRdx:41(33), C'ngImp-Dmg/EndRdx/Rchg:41(34), Mako-Dam%:41(34)
    Level 35: Resurgence -- P'Shift-EndMod/Acc:41(A)
    Level 38: Strength of Will -- TtmC'tng-ResDam/Rchg:40(A), TtmC'tng-ResDam/EndRdx:40(39), TtmC'tng-ResDam:40(46)
    Level 41: Focused Accuracy -- HO:Cyto(A), GSFC-Rchg/EndRdx:40(45), GSFC-ToHit/Rchg/EndRdx:40(45), GSFC-ToHit/EndRdx:40(48)
    Level 44: Kick -- Acc-I:40(A)
    Level 47: Tough -- TtmC'tng-ResDam:40(A), TtmC'tng-ResDam/EndRdx:40(48), TtmC'tng-ResDam/Rchg:40(48)
    Level 49: Weave -- LkGmblr-Def:41(A), LkGmblr-Def/EndRdx:41(50), LkGmblr-Def/EndRdx/Rchg:41(50), LkGmblr-Def/Rchg:40(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit



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  16. [ QUOTE ]
    At present, only the actual Taunt power is taunting, and only sporadically at that. I've attacked foes and had them run right over to pound the blaster on the team, ignoring me. Despite Invincibility, and despite Gauntlet. The only way to pull him was with Taunt, and often it would only affect the one foe I targeted, and all those around him would be unaffected (running over to splat the team while I am unable to do anything about it...).

    [/ QUOTE ]

    That sucks. You'd think there'd be more dev response to this, seeing as it makes tanks, and brutes to a lesser extent, broken.
  17. Any new info on this? I'd like to know if the taunt SO I have in lightning field is doing any good. I have certainly watched minions run right by me, through lightning field, to go punch the dominator.
  18. [ QUOTE ]
    It's that it's a tier 9 power on a 'stop from fleeing' mob.

    Which can't run if you attack it.

    Once engaged they can't run, so all you have to do is not get defeated.

    [/ QUOTE ]

    Hm... In my (limited) experience with safeguards, I have not found this to be true. MY 50 dm/da scrapper attempted to solo one of these, on the setting just below invincible, and the named boss, who was some sort of broadsword or katana scrapper, kept running from me as I was attacking him. And he ran FAST, despite the immob from midnight grasp and the fear from touch of fear. I've copied this mission to Test, so I can fail it over and over until I figure out how to do it, but wth am I supposed to do if this guy just sprints like an olympic athlete to the exit regardless of my attempts to stop him?
  19. I assume it means the taunt from PBAoE effects... like invincibility, death shroud, lightning field, maybe footstomp. Vs. the taunt that comes into play if you actively use taunt or a targetted attack.

    That's sorta a lame bug. At least now I have an excuse if I'm accused of doing a crummy job holding aggro.
  20. [ QUOTE ]

    Should work better than getting ransacked by a group of Arachnos Scouts (who I incidentally mud-stomped) and wailing away on the robber while an itsy-bitsy spider runs off with the rest of the loot. The fact that if even one of them gets away the mission is a bsut is a bit of a let-down.


    [/ QUOTE ]

    Though I haven't yet had the (dis)pleasure of running a safeguard mission yet, the requirement of defeating every single guy beofre they escape is quite daunting. I am still bitter at repeatedly failing the Croatoa mish "prevent 30 Fir Bolg from entering the gate". You know the mish I'm talking about? The one that's impossible unless you have serious crowd control ability?

    So has anyone figured out how to minimize the # of guys trying to flee the bank, while also minimizing simultaneous ambushes?

    Edited for clarity &amp; accuracy
  21. Figured this deserves a 'me too'.

    The trenchcoats are ugly. A main factor is that they don't move like an actual garment, like a cape does. I know this would require a lot of animation, but pasting some goofy looking fluttery tail to a preexisting, non-moving jacket ain't good. If we must have non-moving trenchcoats, I think it would be better if the entire thing didn't move, and more fully enveloped the character. You know, like in the matrix.
  22. I honestly hadn't noticed this, but if it's true, that's a pretty crummy bug. Some of the minor secondary effects last a decent amount of time.
  23. Complete Guide to the Dark/Dark Scrapper



    This guide is intended to help in choosing powers for a dm/da scrapper, as well as using those powers strategically.



    Scrappers are the lightly armored/high damage archetype, usually specializing in damage over time (DoT) over massive alpha strikes. Although they aren’t tanks, most can manage a considerable amount of agro and deal with the incoming damage it causes. A dark dark scrapper uses a combination of damage resistance, powerful self heals, and minor control abilities to mitigate incoming damage. It is not a simple ‘fire and forget’ build, because /dark has an obscene number of potential toggles (seven, not including pools), and because its mitigation really requires a lot of active (and proactive) manipulation of powers and toggles. If you want to just run into combat and start smacking opponents, /da is probably not the right choice. If you like having to use some strategy, and like having lots of tools at your disposal, give dm/da a shot.



    I’m going to go over the powers available in both the dark melee and dark armor powersets.



    Dark Melee



    First, a note about the accuracy debuff that is a component of almost every dm attack – it is a very minor debuff, not sure of the exact number, but it’s around 3-5%. Debuffs from different attacks will stack. In the low levels, before 20, the debuff seems to actually be noticeable, on occasion. Bad guys will hit you less after you hit them. Later on in the game, it makes less of a difference, and I don’t really recommend slotting for it. I have seem some people slot for acc debuff on the low damage fast attacks, but in general hitting opponents really hard and killing them fast is a better alternative then debuffing them and hoping they miss while you whittle away at them.



    Shadow punch : typical quick animation, low damage, fast recharge melee attack. Nice initially to fill out the attack chain, but can easily be respec’d out of. Slot 1-2 acc, 3 damage, other slots as you prefer.



    Smite : typical mod damage/mod recharge attack. This one should probably always be in your attack chain. It has a very fast activation time and packs quite a wallop. Slot the same as shadow punch.



    Shadow Maul : This one’s a bit funny. It does a lot of damage in a very narrow cone, and roots you during the approximately 3 seconds of its animation time. In the lower levels, before stamina, SO’s, and effective end red slotting, I tried very hard to actually line up minions to squeeze them into the cone. Sometimes it works, sometimes it doesn’t, and targets that actually physically occupy a lot of space will always move around each other to reach you, thus messing up your line. Devouring Earth are impossible to dual-shadow maul for this reason. They’re too fat. In the higher levels, I never bother trying to line up targets. I have enough stamina for it, and in the time I spend trying to maneuver targets into a line, I could have already killed them with some other attack. A note about the rooting effect: Avoid firing off shadow maul when you expect to be getting hit very hard very soon. Use a faster animating attack instead, so you have a good time cushion to heal yourself if you take an alpha strike. Slot the same as shadow punch, though this one sucks some end...





    Touch of Fear: This is an excellent control power, and one of the staples of the set. This one actually is worth slotting accuracy debuffs on, as I think the accuracy debuff on it may be higher. Fear duration is also useful if you intend on not killing the feared target immediately. ToF will fear minions and lt’s but not bosses. However, ToF used with Cloak of Fear, will fear bosses, and even some AV’s, briefly. I’ll admit that in the higher levels, I use ToF less than I did at lower levels because I can just kill them very easily, but it’s an excellent power that I recommend taking. One note- Fear is NOT a hold. Targets will occasionally retaliate if you attack them while they’re feared. If you don’t hit them while they’re feared, they just sit there and cower. Effectively, fear sort of slows their attack rate. Slot 1-2 acc, and a mix of to-hit debuffs and fear durations, end-reds, as you see fit.



    Siphon Life : This is a pretty good spot heal. Until recently, the attack’s end usage was a bit too high to be viable, but it has since been lowered. It can be slotted for a good damage attack with a small heal, or a small damage attack with a good heal. On my scrapper, dark regen is up often enough that I use it exclusively for healing. I don’t have siphon life, although it’s probably better than dark regen for PvP.



    Confront: The best thing about this power is that it is so useless it’s a no-brainer to skip it. If you want to tick off a mob, just punch it. That being said, I’ve seen some people take it, but I really don’t advise it.



    Soul Drain: This is dark melee’s build up. It is both better and worse that normal BU. Worse because it recharges more slowly, requires hitting opponents, and has a fairly slow activation time. Better because the buff lasts longer, and has the potential to boost damage well above what BU can do. It buffs damage by 12.5% per mob, and accuracy by 5% per mob. This power shines in large teams, where you can jump into the middle of a spawn, hit SD, and watch your damage get boosted to obscene levels. Solo or small teams, the number of mobs you hit is usually too few to appreciably boost damage. In PvP, it is garbage most of the time. SD has a built in accuracy bonus, so I slot it 3 recharge, 3 damage, and use it as a mini nuke. An additional accuracy won’t hurt though, and it doesn’t recharge all that fast, so you may want to put off damage slotting till later.



    Dark Consumption : A signature power for dark melee, this should be taken and slotted asap, especially if you are dark armor, which uses a lot of end. Slot it 1-2 accuracy, 3 recharge, 1-2 end mod. It will refill your end bar if it hits 4 mobs, but often the time you run out of end is when you’re beating down a boss, so it’s beneficial to regain more end when it hits a single target.



    Midnight Grasp : DM’s final attack throws a lot of people, for 2 reasons. One, half its damage is a DoT, so if you’re looking for a massive alpha strike, look elsewhere. Like Broadsword Two, by the time you get this, you are comparing an unslotted attack to all your other fully SO slotted attacks. Of course it’s gonna suck. Once slotted though, this is a great attack and shouldn’t be skipped. It does good damage, massive damage on a crit, and includes a strong immobilize, which is good for soft control. Just slot for accuracy and damage, not immobilize duration.



    Dark Armor



    The first thing to note about /DA is that it has a lot of toggles. Because of this, it is a very end-hungry set. This can be dealt with by end-red slotting, good use of dark consumption, toggle management, and having stamina in your build. For the most part, all scrappers are going to need stamina. Dark armor especially. By toggle management I mean shutting off toggles that are protecting you from damage types you’re not taking. For example, Family do mostly smashing /lethal, so you can get away with not running Murky Cloud. Later on, though, most enemies do mixed damage types, forcing you to run most of your shields.



    Dark Embrace : Damage resistance vs. smashing/lethal, toxic, and negative energy. Slot 1-2 end reds, 3 damage resistance.



    Death Shroud: A Point Blank damage aura. Early on, this will likely just get you more agro than you can deal with, so it can be put off till later. When slotted with SO’s, and coupled with Soul Drain, this becomes one of your most damaging powers. Soul Drain + death shroud used on a large spawn can pretty quickly kill everything, unless the Blaster beats you to it. Slot 3 damage, 1-2 end reds, 1-2 accuracy.



    Murky Cloud : Provides resistance from energy, negative energy, fire, cold, and endurance drain. The endurance drain resistance will save your butt later on, vs Malta and Carnies. Slot like dark embrace.



    Obsidian Shield : Prevents most status effects, and provides resistance to psionic damage. OS does not protect from knockup/knockdown, so you’ll have to use hover or acrobatics. I use acrobatics on my scrapper, because constantly being kb’d as a melee toon sucks. Dark armor scrappers are one of the few ATs that can resist psi damage, so on some occasions, you can out-tank a tank. When you first get this power, you can just slot a single end-red in it. Later on, if you wish, you can add damage resistance to it.



    Dark Regeneration : This is one of the most important powers in dark armor. However, until it is fully slotted, it kind of sucks because it uses 1/3 of your endurance. Mine is slotted 3 end-red, 1 acc, though I should probably stick another heal in there if it’s a single target I’m hitting.



    Cloak of Darkness : This provides a small amount of actual defense, and stealth without slowing movement rate. I love this power, because not being seen is incredible damage mitigation, and it allows me to stealth missions if I want to. I just slot it one end-red.



    Cloak of Fear: This is probably the most debated power in the set. Cloak of fear is a huge end-hog, requires excessive slotting to be functional, and then the actual function can at times be lackluster. I use the power, since its fun, and allows me to ‘fear-tank’ mobs that I couldn’t otherwise survive fighting. I slot it 2 end-red, 2 accuracy (it has horrid out of the box accuracy), and 2 fear. Combined with touch of fear, you can perma fear bosses. Note that some enemies, Nemesis and robots in particular, are fear resistant, or fear immune. Also, fear doesn’t prevent enemies from attacking; it just slows the attack rate. If you run CoF and death shroud, you will still get attacked. Some villain types, notoriously Circle of Thorns, will run away from you given the chance, and shoot at you from range. If CoF did not synergize with ToF, I’d drop it.



    Oppressive Gloom: This is the other crowd control power that /da offers. It is quite simply better than Cloak of Fear. It requires minimal slotting, and affected mobs do not attack at all, even if death shroud is slowly killing them. Each target OG hits will drain you a few hp per tick. Unless it’s a huge mob you’re standing in, the damage you take is much much less than the damage the mobs would otherwise be doing to you. OG affects only minions, although the disorient effect will stack with anyone else’s disorient effect. The primary complaint with OG is that disoriented minions drunkenly stagger away from you, eventually leaving the radius of the effect. It isn’t a problem, in my opinion, because they stay disoriented for a while after leaving the aura. Just kill them before it wears off, or move around so you keep catching them in it. The first time I truly understood the power of OG was dealing with Malta. With Cloak of Darkness and OG running, I could run into a spawn, and have all the sappers disoriented and reeling before they even knew I was there. Awesome. I just slot 1-2 accuracy.



    Soul Transfer : In exchange for all the ‘uber’ control powers /da gets, we get a polished turd for a tier 9. Soul Transfer is a self rez that stuns any enemy near you when you use it, usually even bosses. You are also temporarily invulnerable afterwards, but the invuln only lasts long enough to turn a few toggles back on. It is extremely situational, since it has the unfortunate prerequisite of getting killed. It can be quite potent if used correctly (it can be killer in PvP, I hear), but I think it’s garbage.



    Pool Powers:



    Fitness: This is as close to required as you can get. ‘Nuff said.



    Leadership: These powers are mostly end-hog toggles, which a /da scrapper certainly doesn’t need more of. Scrappers get minimal benefit from these powers anyway. Skip it.



    Presence : dm/da already has better control/fear type powers available to it. I never experimented with this pool, but I doubt it’s useful.



    Medicine : Useless. You have better heals already. If you are a glutton for punishment, you can try to get the healing badges with this.



    Concealment : Useless, since you have Cloak of Darkness, unless you really really want to be totally invisible, or make your team invisible.



    Speed : I use hasten from this power pool, to bring dark regen, dark consumption, and soul drain up more often. It also helps fill out my attack chain, since I skipped shadow punch. I believe superspeed will stack with CoD, making you totally invisible, which is cool, but I prefer power pools that help with knockback protection.



    Teleportation : In my opinion, teleportation is a poor travel power for a scrapper, since it’s pretty clunky in combat.



    Flight : Personally, I don’t like flight very much because flight speed is suicidally slow at low levels, but hover provides knockback protection and can be pretty quick if slotted up. Furthermore, /da has no slow protection, making caltrops and quicksand really nasty. Hover can save you from some of this annoyance.



    Fighting : In my opinion, the fighting pool has been nerfed into uselessness. The attacks are wimpy filler, and tough and weave suck too much end to justify the added damage mitigation. And again, /da already has too many toggles. You can get close to maxing out your s/l resistance with dark embrace + tough, but you have better and more interesting damage mitigation options in your secondary. Finally, in the late game, a lot of incoming damage is not necessarily s/l anyway, making tough less useful.



    Leaping : Superjump is my personal favorite travel power. It’s easy to use, fast, offers great vertical travel, doesn’t use too much end, and opens the way to some nice status resists. Although obsidian shield reduces immobilization, some will sneak through anyway (Death mages will always get ya). OS + combat jumping will pretty much prevent you from ever being immob’d. Acrobatics is something of an end-hog, but is a boon for /da scrappers. I highly recommend it. People who claim that knockback won’t kill you are lying! Fight devouring earth with no kb protection, and you can faceplant without getting in a swing.



    Epic/Ancillary Pools:



    The only epic pool I have experience with is Body. I initially wanted to go with Dark Mastery, for concept, but it doesn’t offer anything I don’t already have. I took Body Mastery because it addresses dm/da’s greatest weaknesses: rotten accuracy, and intensive endurance usage. Focused accuracy is hands down the best power available for a melee toon, if not any toon. Slotted 3 end-red, 3 tohit buffs, the end drain isn’t that horrible. Before FA, I had most of my attacks slotted with one accuracy, and I missed like crazy. With FA, I rarely miss. Unbeatable power in both PvE and PvP. I took conserve power to help when dark consumption is down, and I also use it as my ‘god mode.’ CP + cloak of fear + touch of fear allow me to perma-fear almost any boss without running out of end. Laser beam eyes filled out a small gap in my attack chain, and it’s a decent ranged attack that dm is missing. It seems to crit pretty often. I skipped energy torrent.



    General Strategy: Unless you have strong team support, I find that when taking on a boss, it is often beneficial to have a few minions near the boss. Don’t kill them! You can use them to make dark regen, dark consumption, and soul drain more effective. You should be tough enough to handle a few minions hitting you, and they will probably be neutralized by one of your control powers anyway. If you have death shroud running, most minions will be dead or nearly dead from the DoT while you are hammering away at the boss.



    Remember that midnight grasp has a lengthy DoT attached to it. IF you hit a minion with it, and they’re left with a sliver of life, just let the DoT kill em; don’t waste another attack finishing them off unless they’re a ‘problem’ minion.



    In competent teams, my usual strategy is to jump right into the middle of a mob and hit soul drain, then dark regen, then kill the rest of the stuff with SD-boosted single target attacks. Effective and fun. Use ToF, CoF, or OG as needed to neutralize some of the mob.



    A Word on PvP: dm/da is possibly the worst scrapper PvP combination, due to the lack of build-up and burst damage, high endurance usage, and the fact that a lot of your heals and buffs need to hit several targets at once to be effective. On the other hand, fear is an infrequently resisted status effect that can be quite deadly in PvP. I’m not saying you’ll be totally useless in PvP - I’ve won a few matches myself - but if you want to focus on PvP, do yourself a favor and roll a spines or broadsword/regen, like everyone else. Since my dm/da scrapper is now 50, I’ve been toying with a PvP specific build, but it’s tricky without gimping myself badly in PvE.



    That’s it! Have patience, and have fun! DM/DA has a steeper than average learning curve, but can be quite rewarding.
  24. Anyone know if the dark blast for the stalker set forces a redraw? Is it a right or left handed blast?

    Thanks
  25. I'm hoping someone will test out the end drain on the Mu attacks on Test so I don't have to do it.

    My stalker has successfuly gotten to level 40 sans stamina, with not too many end problems. However, the blue bar is probably the main thing holding me back. What I'd like to know, is the end regained from the Mu attacks reliable enough to use to replensish your endurance during a drawn out fight? Or is this a pipe dream?

    If anyone's tried this on Test, I'd love to know.