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Posts
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Joined
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Axe blooms late, but finishes up decently powerful, and the reliable knockdown is good mitigation. It does lose out to War Mace however.
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Yeah, the dev's really got it right on this one.
I wish I could buy a token in the store to rebuild at least one of my scrappers as a stalker instead...I would do that in a second. ST oriented scrappers feel a bit anemic to me now compared to a stalker equivalent. -
Yeah, any /WP Scrapper is hard to beat in terms of easy of play and learn-ability.
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No, never, not once. I have taken Provoke on a scrapper w/ a damage aura before...worked out ok.
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Quote:More or less ditto for my SR and Shield scrappers. The set bonuses while tasty would hurt my overall positional def a little bit.The power you put it in doesn't affect its function, so the question comes down to what would you lose from any given power by placing it there. In the case of ToD and Obliteration, you're obviously going to lose melee defense if you replace anything at all.
I have Scrappers who haven't slotted this set at all because they're built for positional defense. The extreme high-end possible with this set allowing for +10% L/S defense by splitting the Superior version of the set across two powers is a strong motivation to build for combined L/S+Range. However, I am not compelled to retool my builds for the critical bonus piece alone - I would only do it for all six pieces (as you mentioned), and even then purpled only.
I might do it anyway assuming I could immediately slot and purple all in one go. -
Alpha yes, obviously.
The rest...mostly subjective, and based on how much you value your time and how high your tolerance of repetition is.
I've got too many 50's and too little time to t4 them all. I hit them up as I can and go a more opportunistic route. But, basically, I consider t3 on non-Alpha slots to be good enough. Everything else is gravy.
My buddy has focused on a few of his 50's and has them all t4'd out. He feels that it was basically worth the time. Personally, I would get bored playing the same 3 characters thru the same trials over and over and over again.
T3 gives the best return on investment, but T4 grants an edge. It's up to you ultimately. -
The numbers say its within normal performance ranges.
The RESPONSIVENESS is more of the issue, IMO, and it's mostly the loooooooooong wind up of the t9 coupled with a kind of droopy dog low register sound effect that contributes to this widely held impression.
I just avoid using the t9 on large teams / leagues except vs tough opponents with a fair amount of hitpoints remaining, as otherwise its is simply too common to start the long animation only to have some shooty type gip my target, and I'm still rooted in the animation for another second or two finally smacking open space and then running on to catch up with the rest of the team. It sucks, as the t9 is big damage, but its just too long of an animation on a fast paced team to use on anything less than a boss or elite boss.
The other attacks animate almost too quickly...I sometimes manage to throw an extra attack in on a foe that has already been defeated by my previous attack.
To add insult to injury, the t9 animation is just kind of goofy looking IMO. I wouldn't mind the downsides as much if the animation looked bada$$. Maybe one day we'll get an alternate animation, but I'm not holding my breath. -
I went w/ Spiritual on my /EA brute for a high recharge build, but Agility wasn't out yet when I went down that route.
If I ever cycle back around to the character I might build out Agility and switch over. -
Yeah, I'm on the west coast also, work, have a family, and so forth. It can be hard to get some trial action going in the evening after wifey is in bed due to low population on the server around that time.
I have my son every other week and he plays, but his bed time is 830ish; after dinner, homework, and bath time we usually squeeze in 45 to an hour of play and sometimes we can get on a trial in that window, but often we can't.
The weeks I don't have him, I usually work on other projects or play a lowbie alt to de-stress before bed.
Thus, I tend to get in some iTrial action on the weekends. However, I did mostly solo thru the DA arc with one of my newish 50's, Big Blue Basher a couple of weeks ago. I unlocked Reactive and Judgement doing it (he was already alpha slotted) and managed to get t2's in both, but I just haven't gotten the drops or threads to go any further on non-trial content as of yet.
I'm glad there is some solo-able i-content now, but I do wish they would put in a 4-8 man iTrial so that we could get something going when the server head count is low. -
My son got his 3rd 50 yesterday...Hyperbow (Archery/Trick Arrow Corrupter). Already got a couple of iTrials and a Tin Mage under his belt.
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Quote:Rather than start a new thread, I'll just ask here since there is some discussion about MA, SD, and StJ.
I have a 50 MA/SD that I retired, re-named, and scavenged to re-make as a StJ/SD when the set first came out. The re-born character has been sitting at 39-40 for quite some time now, and I'm debating on whether this was a good idea in the first place, or not.. How does StJ compare to MA?
I have my aforementioned MA/SR scrapper. I have played my buddies StJ/SR scrapper and the two are very close in terms of total capacity and effectiveness.
I also have a StJ/Wp Brute 50+3, and several lower StJ alts, and I beta tested StJ pretty thoroughly prior to live release.
So, I don't claim to be an expert, and I can't give you hard number break downs, but speaking from personal experience they seem to be very comparable sets.
For me, it comes down to preference.
For starters I really love the StJ animations. They feel very fluid and dynamic and chain together well. Also the sound effects for StJ sound meatier / crunchier than MA's sound effects. The net effect is that my StJ characters feel much more like hardcore beatdown artists than my MA characters to me.
For seconders, I really like the StJ combo system. I _don't_ like most of the combo type systems in the game, but they got it right with StJ in my opinion. It's very flexible, it rewards you for using it, and doesn't seem to punish you for not using it per se...though according to city of data StJ does less straight up damage than MA. A numbers person could probably make the case that MA does more consistent damage overall; Cobra Strike, Crippling Axe Kick, and Crane Strike are all very respectable damage dealers and beat out their StJ equivalents one for one. The big damage dealer for StJ is Crushing Uppercut w/ Combo: 3.
For thirders, kind of a corollary to the seconders, I normally don't like gimmicky Build Up effects (really, just +ACC + DMG is enough, thanks), but Combat Readiness gives me a build up and a tactical option. However...its a 50% boost while Focus Chi is a 100% boost.
For fourthers, I never get tired of Crushing Uppercut. Pushing that little round button and launching a ragdoll towards the ceiling makes me unreasonably happy. Never gets old.
For fifthers, the secondary effects of StJ are less varied than MA, but more pragmatic in my opinion. Several powers have knockdown and / or stun. In particular Rib Cracker applies a -RES and -DMG debuff for 5s to its target...and is a respectable attack...and builds combo points...nice.
So...I could go on, but it's all pretty subjective. Both sets are good; I recommend you play the one that feels best to you. -
Quote:Ya, I use Focus Chi+EC+CAK+SK+(repeat until FC is up again and start over) as my main attack chain, and it works great for me.With it's increased crit chance a chain using EC + CAK is only 4 DPS behind MA's highest attack chain, with much less recharge. If you have a secondary that doesn't require recharge you can do a lot of good things concentrating on other bonuses, probably enough to make up the DPS loss. In addition, having a chain with EC let's you use EC before Dragon's Tail and having the increased crit chance on all Dragon's Tail targets is pretty good and probably does more for the build (since that is MA's only AoE) then a DPS loss of 4.
I posted my DPS times with and without pets using my Eagle's Claw attack chain in the Pylon thread and they were very competitive. At least I thought so.
Also, while DT is MA's only AoE, don't underestimate the effectiveness of spamming Dragon's Tail for AoE in a build with good recharge.
I just slide DT in after EC when there are 3 or more opponents within range as needed. Global recharge bonus is 97.5 without hasten on, 167.5 with hasten on. -
I tried Agility on my MA/SR scrapper and it just wasn't workable, so I re-slotted Cardiac. I had respeced into the end curve allowed by Cardiac, and Agility just wasn't cutting it with Stamina and Physical Perfection to work with.
On the other hand, my WM/Shield Brute uses Agility, and with Stamina, Physical Perfection, and Superior Conditioning, plus different set bonuses slanted more towards END he's perfectly fine.
All my Dark Armor characters run Cardiac. My Energy Aura and several WP's run Spiritual. One BS/WP runs Musculature. -
My original character, from release, is an MA/SR scrapper; lvl 50+3, pimped out and yadda yadda yadda. Basically...I've put a lot of hours behind the wheel piloting MA/SR over the years.
Both MA and SR have gone thru various nerfs and buffs over the years. It's been very solid for a good while now. MA is good. SR is good. MA + SR is good + good.
MA has some competitive advantages over some other melee sets. Namely, it has a tool boxy collection of attacks that allow a good variety of IO set slotting and can combo in different ways with other abilities; it has a diverse set of power animations allowing some variety (I like the punching animations, personally); Focus Chis is a workhorse build up effect, no gimmicks or weirdness; Eagles Claw has some custom logic granting a small window of crit bonus to your next attack if you queue it right away while EC is winding down; Crippling Axe Kick (in its current version) is practically as good as a t9 attack, making FC+EC+CAK a vicious combo.
MA has some downsides as well. The buffet line secondary effect options lack focus. It is all smashing damage, all the time. It has weak AoE...you get Dragon's Tail (though coming off Stalkers you likely wont notice). EC is sweet and both of it's animations (punching and kicking) look great, but has a long animation that hurts its overall DPS (I still love it and use it though).
SR has some advantages...the main one is DDR. You will be effectively immune to defense debuffing, assuming you take all 3 toggles and all 3 def autos (and you would be foolish not to). If you are cheap or on a budget, you can softcap SR easier than anything. If you take all 3 auto def powers you gain a scaling resistance buff as you drop below...60% health or so...1% RES per % below the threshold; it's harder to reason about than straight up RES, but it does help your survivability. If you take Quickness you get a nice global recharge buff, movement buff, and debuff resistance for both...it's very nice. SR has a nice "Minimal FX" animation set which is convenient for thematic / conceptual reasons on some toons.
SR has some disadvantages...such as no click heal or END management or Taunt aura. You need to take 7 of the 9 powers and should also take Quickness, and prior to softcapping you'll want Elude too. I slot the 3 toggles w/ 4 total slots (LotG x4), the Autos with 2 slots (IO DEF x2), Practiced Brawler w/ 2 (IO RECH, IO END), and Quickness w/ 1 (RUN)...so it will put pressure on your build no matter what you pair it with. All you've got is DEF, so auto-hit powers and cheaters like the Rularuu or Devouring Earth Quartz pet will mess you up real fast. Elude, if you need it, has a hard END crash. Other sets can get as much DEF, plus other stuff...they just have to work harder for it and get by with half as much DDR (or less). Your mez protection is a click; back in the day when toggle mez protection could get de-toggled click mez was actually a pretty good deal...but now its just annoying IMO...your attack chain will get interrupted for a stupid freaky-styley pose animation over and over again...and if you get defeated and rez back up...oops no mez prot until Practiced Brawler recharges.
Finally, while both MA and SR are good and they don't work against each other, neither do they provide any particular synergy to each other. There's no compelling mechanical reason to put them together...or not to put them together. They are basically orthogonal to each other.
So, personally though I still enjoy my MA/SR, the next time I feel like making a Martial Arts character I'll make a Street Justice character instead. And the next time I want to make a DEF based character, I'll make an Invulnerability character and softcap with I/O's and Invinvibility.
YMMV. Good luck! -
Shield is basically better on a Scrapper. But...its still pretty sweet on a Brute.
It's the difference between insanely awesome vs merely awesome. Either will be fun. -
I have a level 50 KM/EA Brute that I started when Praetoria was released; Kid Hype on Champion.
He was fun and awesome before the EA buff when EA was sub par, and now he's even more fun and awesome now that EA is sup par.
I built him for durability and recharge, and he tanks better than most tanks while dishing decent damage. My only disappointment with the character is that he can't quite do the Rikti Pylon test. I seem to have a hard time keeping Fury high enough solo vs the pylon. I haven't played the character in a while, but I've been thinking about kitting him out w/ the new ATO enhancements to see if that helps his Fury enough to get the job done.
The set combination also looks pretty cool and thematic together, especially with the "Atomic" Aura costume piece added in.
I've really enjoyed the character; its one of my favorites. -
It can be frustrating at times due to various deficiencies that have been detailed elsewhere, but it is a fun casual set, with lots of whacky abilities.
I'm a Green Arrow / Hawkeye fan, so I get a lot of enjoyment from the archery combo when it works.
I find it most fun on teams where the utility / tool-box of options keeps things lively, but find it tiresome to solo as its very clicky clicky clicky...lots of smallish attacks. Oil slick is very nice, of course, but aside from melting every 2nd or 3rd mob in flaming oil it can be a bit of a scramble. -
Quote:Well, I think "run away" has degrees. Is "step out of melee range" running away? Some people might think so. I would consider "running away" needing to at least go break line of sight, even if just briefly. I have to step away with SO'd Regen reasonably often, but with IO'd regen hardly ever.
It's important to understand that old Regen with pre-ED toggle IH was performing at levels that defense/resist sets with IOs do today back when all anyone had was SOs.
Because of how the math works out, there's no perfect balance point for a set that's so reliant on HP recovery that will let it not be too strong in an SO world and "strong enough" in an IO world. The simplest brute-force change that would do this would be to make it look more like WP by giving it +Defense that people could stack pool powers and IO bonuses on. Without that it will simply never be able to stand and take it on the chin the way other sets can. That's just the nature of HP recovery being an additive survival tool where defense and resist are multiplicative ones.
Edit: And I should note that I'm not advocating such a change. I'm just pointing out that, in terms of mitigation mechanics, that would be what was required. And were such a change to happen, I'm sure it would come with offsetting changes elsewhere.
Personally, if I'm playing a brute or tanker and I can't taunt a veritable horde on to me and survive the onslaught long enough to crush every last one of em and end the pitched battle ready to jump into the next mob and do it again, I'm either going to keep build tweaking to get to that point, or abandon ship and move on to a different toon. Some scrappers I'm a little more tolerant of occasionally getting overwhelmed, so long as they are hell on wheels in the dishing out of damage department.
Having to flee combat to survive, while sometimes necessary, is a sad thing for me and not something I would want to find a toon having to do too much of.
But; play styles obviously vary, and from your post of regen characters it's clear you have a lot of experience playing the set. I'm sure your regen toons mob shred plenty also. -
Quote:Me, not so much. I like Regen in theory, and want it to be competitive. I can pilot a Regen build just fine without undue defeats. However, I do so cognizant of how much effort I'm expending on just staying alive, and feeling behind the power curve compared to the other mitigation sets I'm familiar with through long play.Honestly, I feel this thread is becoming less and less helpful: it's degenerated into "Regen sucks b/c my Regen keeps dying" vs. "Regen is fine b/c my Regen never dies" posts (note: I'm guilty of this as well
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It's possible that if I just sucked it up and put the same amount of time piloting Regen toons as I have other kinds of toons I'd eventually get to the point where I skilled my way around it's rougher edges or became inured to them and stopped noticing, but as it is I end up switching back to other toons who have less friction.
I'm not saying Regen sucks. It clearly doesn't suck. And I don't think it's awesome either, at least not in a general content sort of way. I think that it compares somewhat poorly to other sets and doesn't really offer anything compelling given that another set does most of what it does more easily (WP) and that it requires so much interactiveness at the expense of offensive capability. Its kind of non-exclusive yet extra clingy and needy, like a bad psycho girlfriend.
It's a very salvageable set. I really believe that if the same person or persons behind the recent spate of smart adjustments Paragon has been releasing spent a little love on Regen it could be load-balanced just enough to be fully viable, but not bug-nuts ridiculous like it used to be way back in the day. -
Quote:EA tanked ok, even before the recent buffs, though psi or negative-heavy mobs could be painful. With the new buffs EA is very solid and durable and all around a very nice set. My KM/EA brute has ended up being the main tank on teams with multiple actual tankers on occasion. I gave up some damage; he can't quite do the pylon test; I toy with the idea of rebuilding the toon into a less durable / more damaging version but honestly I enjoy the toon as is so I have no real motivation to do it.What would be more difficult? A tanking Regen Brute or a Tanking EA brute prior to ANY buffs whatsoever?
That's on IO's, of course.
If by no buffs you mean "SO's only"....then I don't know, but I'd opt for EA personally. -
...So its survivable because you can run away around a corner, and heal back up quickly?
Well...ok then; personally if I have a melee character that has to run away from melee in order to survive in all but the most extreme scenarios, I consider that to be a problem.
Obviously, tolerances for that sort of thing differ; mine is low.
I want my melee types to be able to get stuck in and stay there. And even though I team a lot, I expect my toons to be able to solo effectively and not have to rely on teammates for buffs or support. The ability of good melee toons to be completely self sufficient and survivable is what attracts me to them.
Do I have terminal Scrapperlock? Maybe. But I embrace my smash-faceness tendencies and I don't consider "run away! run away!" to be a good "tactic"; at least not for me. I like sets that can take a beating. Brute Regen is better at it than Scrapper, but other Brute sets are, IME, better.
Maybe Regen is fine and it's all just me. Maybe I'm just making different value judgements regarding what is acceptable levels of performance to suit me. Maybe Regen really is a little sub-par and could use a few small tweaks to re-tune it and keep it competitive and relevant. Maybe none of it really matters and there's no point commenting on it. Who is to say, really? {shrug} -
The counter argument is that _any_ melee armor set can be made awesome with the right IO's and Regen is no exception to this. Also, Dark Melee offers a lot of mitigation between to-hit debuffs and a healing attack. Many other attack sets offer less mitigation than DM.
So, I agree with you that a tricked out incarnate Regen is amazing, because all tricked out incarnate melee characters are some degree of awesome.
It's the non-tricked out leveling Regen characters who tend to not compare well to other sets, particularly in the critical "am I going to get frustrated, delete this toon, and remake it with a different secondary" earlier stage of the game.
Personally, I won't play regen on a scrapper anymore. I will consider playing it on a brute, though thus far out of 5 attempts I deleted 3 of them, and 1 was on beta and got level bumped past the painful levels so doesn't really count.
From direct experience I think Regen works well w/ StJ on a Brute, but so does WP. Both are playable for me...but I leveled the Stj/WP to 50 while the Regen mirror was left behind...so...take that for what little its worth. -
Come on now, regen isn't _that_ bad. WP and inherent fitness definitely overlap Regen, but it just needs some love to make it more competitive.
It actually works ok on Brutes currently; just moving some numbers around a little and / or adding some auto debuff resistance would probably be enough to address the issues.
Anyway, the current studio has been pretty good about periodically reassessing sets that are sub-par and making intelligent realignments. It may not happen in a time frame that we like, but it does happen, and I'm confident that eventually Regen will get a pick me up. -
Quote:[/QUOTE]* It needs more resistance vs -regen effects
* I think it needs some resistance to -recovery
Agreed.
Quote:* It needs a little scaling damage resistance as your health goes down (like SR) to help survive massive alphas.
Quote:* Revive needs to be worthwhile. In keeping with regen it should provide a temporary large regen +recovery effect and some strong damage resistance
It would be nice, but its pretty meta.