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Posts
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Joined
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Sals badgehunters if you're on the EU servers, it's the place to go and there's a constant stream of TFs being kickstarted.
That said I'm getting there with CoH, I16 sparked my interested again and I'm quite happy to wait and play it, but if there had been no I16 in sight I would've probably gone to CO. Or back to WoW, time has glossed over the worst and I just remember the fun bits. -
How much does the heal proc heal at 50? Is it the 5% chance of heal or a 20%? I smell aid-self going out of the window :>
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I had this reaction when I heard stalkers got Broadsword, because nothing says assassin striking from the shadows like doing it with a rikti seven foot blade.
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Never took it as I assumed it to be doing the same as WP's tier 9. I find an orange or a purple do the same effect and i'm always starving for powers.
Seriously, I find controllers so relaxing, I can pick and choose, sometimes even take extraenous powers. With my scrappers the build is invariably so tight I take powers out I'd like to keep. -
Quote:::raises hand:: Barely been doing anything in game since I can't be bothered until I16 and elec scrappers. I have no characters that interest me to make and even making cash isn't interesting me, so I just count the days. Three weeks now, here's to hoping it'll come tomorrow at wednesday.Anyone else so excited about what you wanna make after I16 that you don't really have anything else that interests you enough to play until then? I'm itching to make my Inv/Elec tanker w/ purple lightning. Got my build, costume, and name already set up!
I'm just logging in to make as much influence as possible as many others are, except I don't have tons of 50s and the ability to rake in over a billion, but if I can amass 20 million or so by I16 (I have 8) I'll be happy enough -
I didn't have room for everything which means the Fighting pool got out and so did JL. And this with a poor endurance recovery (IMO) makes me think if Blaze is worth the effort to fit all in.
It's the ST chain that worries me a bit, if I have the endurance to keep it and if it'll be smooth enough without JL. Being the new Mids it has that bug that doesn't let me change powers so I can't play between Havok Punch and Charged Brawl to see which fits best in order to make a fluid attack chain.
I need to tinker with the build some more but I need a Mids that doesn't give me these hassles.
Any tips would be welcome.
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Electric Melee
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Havoc Punch -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(7), T'Death-Dmg/Rchg:40(7), T'Death-Acc/Dmg/EndRdx:40(15), T'Death-Dmg/EndRdx/Rchg:40(39), T'Death-Dam%:40(39)
Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(3), LkGmblr-Rchg+:50(3), S'fstPrt-ResDam/Def+:30(23)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(19), LkGmblr-Rchg+:50(19)
Level 4: True Grit -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(5), Numna-Heal/Rchg:50(5)
Level 6: Hurdle -- Empty(A)
Level 8: Thunder Strike -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(9), Oblit-Dmg/Rchg:50(9), Oblit-Acc/Dmg/Rchg:50(11), Oblit-Acc/Dmg/EndRdx/Rchg:50(11), Oblit-%Dam:50(15)
Level 10: Active Defense -- RechRdx-I:50(A)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 14: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(17), Zephyr-ResKB:50(17)
Level 16: Against All Odds -- EndRdx-I:50(A)
Level 18: Health -- Mrcl-Rcvry+:40(A)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc/Rchg:50(21), P'Shift-EndMod/Acc:50(23), P'Shift-Acc/Rchg:50(40), P'Shift-End%:50(40)
Level 22: Chain Induction -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(25), KntkC'bat-Dmg/Rchg:35(27), KntkC'bat-Dmg/EndRdx/Rchg:35(27), C'ngImp-Acc/Dmg:50(29), Mako-Acc/EndRdx/Rchg:50(29)
Level 24: Combat Jumping -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(25), Zephyr-ResKB:50(42)
Level 26: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(31), GSFC-ToHit/Rchg/EndRdx:50(34), GSFC-Rchg/EndRdx:50(37), GSFC-ToHit/EndRdx:50(46), GSFC-Build%:50(50)
Level 28: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(31), Zephyr-ResKB:50(31)
Level 30: Aid Other -- Empty(A)
Level 32: Lightning Rod -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(34)
Level 35: Shield Charge -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-%Dam:50(37)
Level 38: Aid Self -- Numna-Heal/Rchg:50(A), Numna-Heal:50(39), Numna-Heal/EndRdx/Rchg:50(40)
Level 41: Char -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(42), Lock-Rchg/Hold:50(42), Lock-EndRdx/Rchg/Hold:50(43), Lock-Acc/EndRdx/Rchg/Hold:50(43), Lock-%Hold:50(43)
Level 44: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45), Thundr-Acc/Dmg/Rchg:50(45), Thundr-Acc/Dmg/EndRdx:50(46), Thundr-Dmg/EndRdx/Rchg:50(46)
Level 47: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dam%:50(48), Posi-Acc/Dmg/EndRdx:50(50), RechRdx-I:50(50)
Level 49: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit -
This is a left over back from when we only had SOs and the devs 'generosity' in allowing ten slots would allow to save around 50k per slot (so around 500k).
In the modern now where enhancements have reached several dozens of millions *per* enhancement the datedness of the dev's 'generosity' shows.
Fifty slots would allow to put all the important and expensive IOs away when respeccing and trash the rest. Following the OP's example, the LoTGs *would* be saved, but if there are Red Fortune left at the end of the fifty slots they could be trash as they are worth peanuts.
I was looking at removing all the good enhancements from one of my characters coming I16 but I've already seen it going to four respecs, and that just to get the really expensive stuff out and trash the several sets of Crushing Impacts, Performance Shifter, etc.
I'm signing for this -
I always pick a self-heal. I just like to be completly self-sufficient and greens can go in short supply in stress situations. But I also like to push the envelope.
That said if I didn't insist in being self-sufficient like having endurance for my use, enough recharge for my attack chains, heals, all of it who can or not be available in a team, then aid-self is a bit sucky. Slow to go off and interruptible plus the big lapse of time in which we can't attack even if we can move around.
But, for when we have no healer in the team, when we're getting slapped by hard mobs, when we've used our greens and don't want to trust the random number generator when hitting half HP? Then yeah. -
I reckon overkill in the sense of doing both at the same time. But when I play my SD scrapper I love to use Shield Charge and almost kill a spawn, but then the next one I'm plinking at them.
With a SD/Elec we can Shield Charge one spawn and Lightning Rod the next. Still not quite the same because we won't have BU for both, but good once joining the rest of the AoEs for the non BUed Lightning Rod. -
Hmm, it goes against the grain to leave out the 'heavy hitter' out, but if DM taught anything is that a fast running chain works the best.
I didn't know that chain btw, so thanks ^^ -
So FB is the suck after all? I'm interested because I was thinking of running Havok Punch, FB, Chain Induction as an attack chain, though if it is like this I might as well ponder lock and loading Charged Brawl.
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My only beef against Melt Armor is the huge recharge. A minute once all slotted? That's what, once every 3-4 spawns? Statisticly I have no doubt it's good, but I feel it ends up being like Shadow Maul, on paper good, in practice between aiming, sometimes being jostled and hitting only one mob with the 3 second animation and etc made it seldom used in teams by me.
Melt Armor gives me the same vibe. Of course if it was good for every spawn it might be considered OP. As it is, dunno, maybe if soloing and gathering two spawns at once before unleashing AoE carnage. -
You've missed the point by a wide margin. Smite was replaced by FireBlast, the whole post was about the validity of doing that. Smite became a mule.
I messed around with your build just for kicks, took out the purples, the PvP IOs etc and softcapped it. Does the same but of course, Hasten went from 124 to 137 seconds and there are no super procs in the attacks.
After that mathematical avalanche how did Smite VS Fireblast compare? Obviously Fireblast was better since you stuck to it, but by how much? -
I touched it up a little bit, upped the regen to 90 HP per second, but since I didn't want to mess with your aims I didn't went any further.
I would suggest sacrificing something (psi defense maybe? How often do we fight pure psi anyway? Or maybe Fire/Cold since a big ammount of time the fire/cold damage has a Smash/Lethal component which your S/L defense would make use of) and shore up your attacks and slotting in general. A Crushing Impact and a Mako in each ST attack would bring it's % to a normal level despite the Kinetic Combat slotted.
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Well, that works too, I think you're pretty much set. If I might offer some advice it would be to start pondering a second build using Blaze instead. DM could do with more AoE.
One last thing I noticed is that you can change your Performance Shifter in Dark Comsumption for a Efficacity Adaptor and get another 5% recharge in the build. See if the change in bonuses interests you, AoE will be at 44.9% (you could remove the 4th slot in Weave and put it in Tough, and then put three Aegis, that'll give another 1.56% AoE if you wish to top yourself completly).
Ah yes, and about Phallanx Fighting. Go to Options - Advanced - Database Editor - Main Base Editor and then find the Scrapper Defense - Shield Defense - Phallanx Fighting and set it to go to 0, you'll then be able to hit the power and put the slider to 0. -
My DM/SD/Blaze is 2.5% shy of ranged, if you want I can post but there are quite a few posted already. No PvP IO btw.
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Quote:Yay! Finnaly! It's getting to be pretty hard to get answers around here lately. Though I should've probably asked over the Brute forums.I don't have the power..yet.
But real numbers says it does
62.56 smash damage (single target)
60.06 energy damage (aoe)
So ~122 to main target and ~60 to everyone within 7ft of him (up to 10 targets).
When it crits it does the an additional 122 energy damage. I haven't tested it myself, but I see no reason why the aoe wouldn't crit thus meaning that when you crit on something other than the main target it is doing triple damage to that target.
I asked a friend to test it for me and yeah, Thunder Strike doesn't really seem to be all that IMO. Matrix bullet time slow attack for a decent ST attack (my friend did around 300 damage, I am not sure if he was hitting a even level or popped BU first or what) with half damage AoE. 150 is okay-ish for an AoE, I guess, and it does have 50% chance of stun... and 80% chance of KD... but for 3.3 seconds? Yikes. -
Seems pretty solid to me. A tiny shuffling thing though, the Performance proc for +end is really good and you skipped out for a acc/recharge that does niente in Stamina.
You can remove three slots from Tough, put one in Stamina, put the last Performance in it, get the same AoE defense bonus and have two extra slots to play with.
I would recomend frankenslotting Siphon Life as well. Something like Crushing Impact dmg/rech, two Nucleous Exposure, one Golgi Exposure and a heal/recharge from Numina and Doctored Wounds. Or put a Hectacomb acc/dmg instead of the Crushing Impact (I lean more towards the Hectacomb acc/dmg/rech).
The Mako quadruple or triple in Midnight Grasp instead of the endurance IO is something to ponder as well.
You could also remove Super Speed, remove the slots from Boxing and get Focused Accuracy, put the slots in it, find an extra slot somewhere and add it in and six slot FA with a Gaussian set, that's 2.5% to all defenses which allows further wiggle room, even if you don't use FA at all (kinda good again romans and mobs that like to debuff acc though, not much more outside of that).
Hope it helps you get some ideas on different slotting. -
The question remains about being able to softcap *and* keep the goodies (stamina, aid-self, hasten).
I must say this was an awkward build that took me a good deal of fiddling to manage. I had to take out Jacob's Ladder to make room for True Grit and then I got stuck at what to remove to make room for Build-Up.
I eventually took out the Fighting Pool. Loss of Tough will be annoying but I don't intend to go back to MA (one entire issue pretty much spent there has burned me out) to farm bosses so I don't think normal PvE, even set for 8, is going to be *that* troublesome.
Thunder Strike is one power I'm 50/50 about. I'll have to play and test it and see how I like the thing, but it's *slow* with a 3.3 animation for a single target attack that does half damage to those around.
In particular if we can do things like get in a spawn, wait for AaO to kick in, BU, use Shield Charge and Fireball, clean the remains, go to the next spawn, wait for AaO to kick in, Lightning Rod, Fireball, Chain Induction, clean the remains. Thunder Strike does do 80% chance of KD and 50% chance of stun, but hoy, I didn't took Total Focus on my EM tank and this was before the nerfs to EM.
The ST chain will be a permutation of Havok Punch, Fire Blast and Chain Induction. I don't know if it's endurance sustainable, the DPS or nuthin' >_>
I used this player made Mids to make the build : http://boards.cityofheroes.com/showt...highlight=mids
Click this DataLink to open the build!
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Well, baaaaack when we had only SOs the standard was two acc SOs, so around 66-70% in an attack. Considering the game was not upgraded after the introduction of IOs I'd say around the same still works.
Things to consider :
What are you fighting? +1? +4?
Are you slotting your character with sets? Most time you end up with 80%-ish in an attack and then several % more in global accuracy. If we consider around 60-70% was the norm you'd be pushing it way past it already. And this doesn't consider Focused Accuracy (since Conserve Power is such a popular choice as is).
You might get Serrate or one of the math people looking into your thread and they'll post the % needed to hit the acc cap for each level above yours, but that info is around and searching for it might yield something more quickly. -
Anyone with Thunder Strike can tell me the numbers it pulls? Because for a 3.3 animation the damage doesn't seem to be all that. The saving grace was the AoE aspect but isn't it the power that only deals partial damage to those around the target?
So how much does it do usually? Around 200-ish to the target and 100-ish to those around it? -
Yar, I went to try the Arcanaville challenge and... gave up. That second wave, whoa. After the third or fourth time of just getting two shotted I shelved the whole thing.
There's challenge and then there's that, and that wasn't challenge, just slaughter.
A brute friend tried and succeeded though, not sure if he was joking about using a warburg nuke though he said he did use Web Envelope for the scrappers.
What was getting me was that seemingly auto-hit nuke that took me from full bar to the red plus end drain. -
I played both, but not exhaustively. What I can say from my experience is that a scrapper can crit right at the beggining of combat while a brute will have to power up their Fury bar, a bar that does like to dwindle fast and forces a frantic pace while being hindered by other players in a team.
That said Fury acts much like Rage and feeds damage auras (which do not crit for scrappers) and does the same for epic powers (though those crit for scrappers).
Now one thing brutes do have is 'better' epic pools. I'm looking in particular to the Darkness one with a cone and a fireball power. Or the Leviathan cone that does -res and can be spammed.
For those alone I'd bring a brute to the blue side since I can't be hassled with playing red. -
Fireblast will probably help a fair bit, methinks. Good to hear though, I didn't touch Spines much because I don't like being so specialised.
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Superb writting, Rusted, you've become one of my favorite forum reads.