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Posts
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Joined
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I was under the impression that registration would cover two things.
1.) Authority to act as a law enforcement officer (with all the responsibilities and oversight that entails).
2.) Certification of competency in deploying superpowers in his/her "duties".(the last thing a city needs is an Energy Blaster who Novas every time she sneezes.) -
If you're bored of the all the content you've listed (pretty much everything you'll encounter) then a new AT isn't likely to make much difference. Even if it is a cool as the Widows.
Looks like you need a break. -
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It depends on what you want to do. Focused accuracy may be overkill if all you'll be doing is PvE. If you do take it then Conserve Power is a good follow up pick to go with it as FA is Endurance heavy.
[/ QUOTE ]I would have to disagree here. I constantly have FA running, and don't have Stamina on my Claws/Regen, and have never needed to take CP. It depends entirely on your scrapper's build!!!
[/ QUOTE ]and OP is a SR scrapper, who doesn't have QR, and has to run more toggles. Advice was solid considering his sets.
[/ QUOTE ]Hence the Disclaimer shown in bold. For a SR scrapper, I'd definitely take CP with FA + Stamina.
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Death Badger correctly concluded that I was basing my advice on the fact that the OP was an /SR scrapper. So now you're actually agreeing with my advice? -
Bs/Inv or Db/Inv is a hard one to call. Broadsword, with its slower attack animations and activations would be gentler on your Endurance than Dual Blades which is extremely spammable. However Dual Blades probably better at quickly dealing with the large mobs that /Inv thrives on.
If you're expecting to solo more than team then Broadsword is probably the better choice. If you expect to spend most of your time in teams then I would favour Dual Blades. -
Looks pretty solid. Maybe a little to much slotting in Force Bolt, 2 Acc is all that's really needed. I'd suggest replacing all but one of the EndRedux slots in both Equip and Upgrade with Recharge ones unless you are ok with waiting for them, they take aaaages.
Unless you're expecting to use Recall Friend in combat alot I'd suggest only slotting 1 range.
The last slot in Protector Bots may serve you better as a Heal or DefBuff. -
It depends on what you want to do. Focused accuracy may be overkill if all you'll be doing is PvE. If you do take it then Conserve Power is a good follow up pick to go with it as FA is Endurance heavy.
Dark Mastery has Petrifying Gaze which I found very handy when fighting Malta (First strike hold + Sapper = Dead Sapper + unhindered Endurance) and contributing to Hold stacking in teams. -
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I don't think it'll be Electric armour, as the base idea is to give villains access to hero powersets. Invulnerability or Ice (with Hibernoob getting replaced by hide and the other powers getting heavily modified) being the logical options. As for melee... Fire or Ice maybe. The other's don't really fit.
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There's nothing I can find that says they are only porting over sets to give villains access to hero sets and visa versa. -
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Thing is, while a regen is active for his own survivability, he is not bashing foes or doing much else, hence usually outclassed by other scrappers when dealing damage.
Scrappers should be imo active all the time, checking on squishies that might have aggro, killing the boss, killing the foes that are frying the team with ranged attacks... heck, even trying to contain the other mob aggroed by mistake insetad of choosing which heal is available now and which one will be next one to use, the set may grant them being alive at the end of each and every fight, but any skilled scrapper can do that with any other secondary while being far more helpful for the team.
Regens on PvE are not even scrappers, just the ultimate selfish empaths.
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Jeez Night' don't reopen this can of worms, we've been over this too many times already.
And you're still wrong. -
I think Electric Melee and Armour will be the new sets for Stalkers. They seem to fit the bill better than the other available sets.
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well regen got it's own rez, I like Regen very much, because I do have to pay attention! I have to be active for my own survivability
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This.
And I get to make a choice on when, where and how I use my secondary powers. Also I don't have to worry about where my next green insp will come from or fall back on two pool powers to recover my health. -
There's nothing more useless than a tank that's had no experience in tanking because he/she has been powerlevelled.
Team lots with heroes of your level. Learn the strengths and weaknesses of your toon. Learn tanking strategies, how to use line of sight and how to manipulate the powers of your enemies so you can protect you team better (reading about them really isn't enough).
Levelling by teaming normally is more fun, more varied, you get to meet people and, if your good at it, build a reputation as a good tanker to team with. -
Hehe. Aside from some nerf herding last month, there's not been much to comment on lately. It seems like the boards are in limbo, awaiting a hint of next issue content.
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Problem is however, that your blue bar will probably hate you
[/ QUOTE ]Unless you're slotting everything with End Reducers this is true until you can get Stamina. Even after Stamina you'll be watching that bar like a hawk.
Why not Claws? They're fast, versatile, cost little End and do respectable damage in pve. -
Bad Hidden! No slapping Shannon when she's talking sense.
Given the way Defiance works Flares is very useful in building and keeping a healthy damage buff. It's fast, cheap, and thanks to Defiance it can do near-respectable damage for a tier 1.
For an AT where rate of fire is rewarded Flares isn't a power to ignore. -
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Not good blasters
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Any blasters. Quite easily (and without any of this faceplanting nonsense). And dominators by a massive margin.
[/ QUOTE ]I don't think that's entirely true, especially after the revision of Defiance. Blaster damage has increased dramatically and AoE specialist blasters (eg Fire) will easily out damage a controller. They may need a CaB after but the mob still dropped faster. -
I can understand the concern over some controllers being able to tear down mobs but I do think Containment should provide Controllers with some capacity to solo.
Would it be bad if Containment only did full (buffed/enhanced) damage for single target powers and base damage for AoEs/Pets?
I don't think Controllers should get an inherent that buffs the Mag of their effects(holds etc), in my opinion that would make it too easy to lockdown Bosses EBs AVs etc.
The reason why Dominators don't have something like containment is likely because of all their direct damage secondaries. It would be like the epics were before the nerf last year. They'd out damage every other Villain AT. -
I've stopped playing my Emp/Elec defender in anything other than SG teams. That way I know roughly what the rest of the team will do. PuGs just annoy me with all the muppets running about thinking they're Chuck Norris and expect me to be in two or more places at once, able to see through walls and other solid objects, immune to everything I'm protecting their sorry hides from.
My favourite punishment for errant scrappers was recall friend targetted amongst some crate filled shelves. "Now try running off!" -
Many use sprint it for getting about in missions, the EndRed helps if it get's left on in combat.
Looking at the build I would have taken Hasten instead of Air Superiority, Focus is more than enough knockdown. I'm guessing that's a respec build as there are powers like Quickness and Spin that are taken way too late for my liking. Also, in my opinion, the slotting order on the defence toggles is backwards it should be EndRed first then add the DefBuffs so you can manage the Endurance as soon as you get them.
Here's my take on Claws/SR.
The late on slots in the defence toggles and Health are there with invention enhancements in mind. Some defence sets have good bonuses for 5 pieces and if you can get hold of the Numina's Set unique and a second piece from the set then you get +10% Recovery and +32% Regeneration which isn't anything to be sniffed at.
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Speed
Hero Profile:
Level 1: Strike -- Acc(A), Acc(3), Dmg(7), Dmg(13), Dmg(31), EndRdx(40)
Level 1: Focused Fighting -- EndRdx(A), DefBuff(5), DefBuff(15), DefBuff(17), EndRdx(45)
Level 2: Slash -- Acc(A), Acc(3), Dmg(7), Dmg(11), Dmg(29), EndRdx(37)
Level 4: Focused Senses -- EndRdx(A), DefBuff(5), DefBuff(15), DefBuff(17), EndRdx(46)
Level 6: Hurdle -- Jump(A)
Level 8: Follow Up -- Acc(A), Acc(9), RechRdx(9), RechRdx(13), Dmg(29), Dmg(37)
Level 10: Practiced Brawler -- RechRdx(A), RechRdx(11), EndRdx(34)
Level 12: Combat Jumping -- Jump(A)
Level 14: Super Jump -- Jump(A)
Level 16: Health -- Heal(A), Heal(50)
Level 18: Focus -- Acc(A), Acc(19), Dmg(19), Dmg(23), Dmg(23), RechRdx(39)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Spin -- Acc(A), Acc(25), Dmg(25), Dmg(34), Dmg(34), EndRdx(40)
Level 24: Quickness -- Run(A)
Level 26: Eviscerate -- Acc(A), Acc(27), Dmg(27), Dmg(31), Dmg(31), EndRdx(40)
Level 28: Lucky -- DefBuff(A), DefBuff(43), DefBuff(46)
Level 30: Stimulant -- IntRdx(A)
Level 32: Shockwave -- Acc(A), Acc(33), Dmg(33), Dmg(33), Dmg(37), EndRdx(46)
Level 35: Evasion -- EndRdx(A), DefBuff(36), DefBuff(36), DefBuff(36), EndRdx(48)
Level 38: Elude -- RechRdx(A), RechRdx(39), RechRdx(39)
Level 41: Aid Self -- Heal(A), Heal(42), Heal(42), IntRdx(42), RechRdx(43), RechRdx(43)
Level 44: Hasten -- RechRdx(A), RechRdx(45), RechRdx(45)
Level 47: Agile -- DefBuff(A), DefBuff(48), DefBuff(48)
Level 49: Dodge -- DefBuff(A), DefBuff(50), DefBuff(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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2A]XHVY3R!X]\*3L;$;1'*CBV?<[+.Z:C2M,L6$7%O?5V=Z\][DJ.O`BL3/';P7`G^1_PGYW>8!.WPQ
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X]?%49Y1OQHBE\0P=;";N(\C;3%B:SE!*O_NHNUG`;EY9E:#MZC( ZEU?.;9(P/1=O[T?=#R*KT?__!F
TU<+VMNM6"))%NP78R(AF2%"0524D22"8D>\N*G+FOLT B`3`!=!;H*9!+(%9!KI]]?3'K06TA)QB27B
U]IK_0_
|-----------------------------------------------------------------------------|
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How did you get 238,4 damage? I kept 3 even level 50 SOs in all attacks for comparison using Mids character builder quickly but the important thing is they are slotted the same in damage for comparison.
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It's right here. 238.4 see?
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Assuming cast times given in Mids are made up of animation and draw time any pause is meant to be draw time and is already accounted for in the cast times we look at. Other types of pauses can come from the rooted times. Claws was sped up by removing the draw times.
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That's assuming alot. Claws doesn't have the rooted times and draw times removed, they tried that on test and decided it was overpowered (there were cases reported of scrappers getting through all their attacks and then having to wait for something to recharge). It still has the pauses etc.
Where did you get Air Sup from?!? -
That's what rearranging enhancements is for, that 31.2% to hit means for a Katana/Broadsword scrapper you could drop an accuracy SO from all your attacks. That frees up slots for filling gaps elsewhere.
The only time you will need recharges slotted in Focused Accuracy is if you expect to turn it on and off frequently, which seems silly for a /Regen which can turn it one when he/she logs in and not have to worry about it again for the rest of the session. Even against Carnies my Bs/Regen doesn't need to micromanage the use of Focused Accuracy I just toggle FA on when I arrive in the mission and blitz my way through using the occasional CaB to keep my Endurance topped up. Maybe that's lazy, but I've yet to find it detrimental. -
As far as the chain goes Evicerate gets added for tough opponents after the last Focus with the first 5 attacks essentially setting it up while keeping the opponent knocked down.
Evicerate is spike damage, when used against a single target it is essentially a cheaper, faster version of Disembowel. When facing opponents that can heal, buff themselves or debuff you the ability to deliver large amounts of damage in one hit is extremely useful.
Evicerate does 238.4 damage with 3 SOs not 207.3, that's 109.86 damage per second of animation.
And you're omitting the pause between attacks which is at least 0.1 of a second and raises your animation time for strike > slash to 2.6 or possibly even 2.7 seconds. That reduces the combo's damage per second of animation to 108.8 or less depending on how long the pause is.
People don't choose 108.8 over 109.86.
And then there's the significantly greater chance for a critical hit.
As I said before: If Claws worked like Dual Blades then your numbers would work, but it doesn't because of the pause between each attack. hence your numbers are out by a 0.1 of a second or more.
They trialled Claws (and the other weapon powersets) without the pause on Test in December and it was blisteringly fast. Needless to say they reverted to what we still have now. -
*Looks at block of text and prays for all the little paragraphs gone to waste.*
So effectively your point is moot because you're not talking about a /regen in the first place?!? -
It's a simple matter of supply and demand. In CoH the most common source of Magic salvage is Circle of Thorns mobs who are the amongst the least popular to fight in the game (it's the cries of "Oh no not a CoT mish!" that give it away
).
If fewer heroes take on the Circle there will be fewer bits of magic salvage around and cosequently demand will outstrip supply, resulting in a higher value at auction.
If you want to see parity between tech and magic salvage then sell your orange tech salvage to a vendor (they give a flat 5k for it) or store it in your vault for later and get out there fighting CoT. -
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Besides, if he's got inf, he could slot FA with 3xCytoskeleton Exposure HO's and free 3 slots
[/ QUOTE ]Very true!
Although I think that's a little further along in the lifetime of this build. -
As a /Regen with Stamina and Quick Recovery fully slotted he is fully capable of keeping Focused Accuracy running permanently. No point fiddling with turning it off and on all the time unless you already have an Endurance hungry build.