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Posts
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You'll need 2 other fitness powers in order to get Stamina. Swift and Hurdle are a matter of personal preference, run faster or jump higher. You'll have to take one of these first before getting the chance to pick Health. Some players ignore Health altogether and take both Swift and Hurdle before getting Stamina, however with the +Recovery Inventions that can be put in Health the power has had a lease of life; also for an /SR scrapper any hitpoint regeneration is nice.
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If Claws were like Dual Blades then I would agree with you, but it isn't, there is still a pause between attacks, a minor one I admit but it's still adding to the overall time. Without the pause it takes 2.67 seconds to do a swipe > strike combo. Evicerate is 2.17 seconds and does roughly 115% the damage.
The only real justification that I can see for using swipe > strike in preference to Evicerate is endurance conservation as the combo is cheaper by 1.77.
Slash > Strike is roughly even with Evicerate but it is slightly more expensive in endurance. -
Oh yes, hit hard, hit fast, "kill" quick.
A draw out fight is the worst thing for an /SR scrapper to face (it gives more time for the enemy to hit you in), don't hold back on using an attack just because the situation is not "ideal", go hell for leather an shred that villain. -
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Eviscerate can hit 5 but don't bother on less than 2 who are in a fairly straight queue in front of you.
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This is something I have to disagree with, while it is theoretically efficient, it's also practically neglectful of what will be your most potent attack.
Evicerate is the largest chunk of damage a Claws Scrapper can hit a target with and it has a higher chance of causing a critical hit than any other Claws attack.
As for single target attack chains I find:
Focus > Slash > Follow Up > Strike > Focus
seems to work well. You get to keep most foes on their back this way and that reduces their ability to hit back. -
Crikey, 8 pages and a little over 4 months and it's still not done. Lord Recluse will have gone grey by the time you get around to this. xD
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Six of any single type of enhancement is overkill. there's a little thing called Enhancement Diversification (ED) that causes a significant level of diminishing returns on slotting enhancements. Basically in makes slotting more than three of the same type of enhancement (damage, accuracy, defence, etc.) a waste as the 4th one only gives a small fraction of its full effect.
Most attacks these days are slotted something like 1-2 Accuracy, 3 Damage, with maybe a recharge or endurance reduction if needed. Most Claws attack seem to work well with just 2 Accuracy and 3 Damage slotted.
I find Follow Up seems to work ok with 2 accuracy, 2 recharge and 2 To Hit Buff enhancements. Of course you could replace the To Hit Buffs with Damage if you prefer some extra bite. 2 Recharge SOs will make the power stackable. -
SOs = Single Origin Enhancements.
You'll also find TOs (Training Enhancements as sold by Longbow vendors) and DOs (Dual Origin enhancements) as sold in stores in level 10+ zones (Steel Canyon, Skyway etc).
SOs become useable at level 22 and are the most effective enhancements you can buy from stores. They are specific to the origins you had to choose from when creating your hero, the decription on the SO and the border will tell you which. So, for example a Science origin hero cannot use Magic SOs. -
Practice Brawler is provides more than sufficient status protection vs Knockback, Disorient, Hold, Sleep, and Immobilization (it's perma once you have 2 recharge SOs in it). You don't need to bother with Acrobatics, only /Dark Armour needs supplementing with knockback protection.
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Why do I need Stamina?
Also, should I respec out of Spin and focus on killing targets one at a time as fast as possible?
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The combination of three SR toggles (by 35) and the fast attack rate of Claws will put pressure on your Endurance recovery. Unless you invest alot in invention sets and unique +Recovery IOs I would recommend getting Stamina. Also if you intend to take Focused Accuracy from the Body Mastery pool, then Stamina is a must.
Personally I wouldn't drop Spin, it's too useful for dealing with groups of minions, you don't have to treat it as a slotting priority just yet, but you're almost always going to be outnumbered so it not a power to ignore. -
As has been pointed out you've gone way to un-offensive in your power picks for the first ten levels.
Taking Strike, Focused Fighting, Slash, Focused Senses, Spin, Follow Up and Practiced Brawler would serve you better.
You get a load of attacks to pick from and status protection from Practice Brawler. Then you get to worry about Travel powers and Stamina until 22 (I strongly recommend getting the Focus attack when you get to 18, it's a set defining power and awesome). -
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Reminds me - I should update that guide sometime with IO stuff. Should be a decent distraction from my dissertation...
[/ QUOTE ]I forsee a run on wentworths. Good thing I've already got all the Doctored Wounds IOs I'll need.
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Linky to FireKitty's Regen Guide Nuff said really.
For my own two penneth though, your toon will feel squishy until you get Integration and Dull Pain, both will significanlty improve your survivability once slotted. Quick Recovery is going to be vital once you get Quills although you may want to get Stamina to further enhance your recovery.
As a Spines scrapper try to avoid fighting Clockwork (resist toxic and lethal) and Vahzilok (resist toxic) if you can. -
There's the Reservoir Dolls, an SG exclusively made up of female AR/Dev blasters. They've been active for a little under 2 years.
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This thread title has been sanctioned by Vanguard operatives.
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As far as primary sets go Claws is great as it gives a steady progression of power unlike the sword sets which dramatically improve in the last two tiers. I found Focus to be a lynchpin power for the set, the ranged knockdown effect combined with a hefty amount of damage makes it an "I wish I had" power. Shockwave at 32 is a handy "Alpha breaker" if you time it right, although its knockback effect can get you in trouble with the rest of the team if used without care for patch effects/taunt auras.
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Mag 3 would affect LTs I think. Unless I'm wrong and Petrifying Gaze in the Dark "Epic" pool is more than Mag 3 that Mid's claims.
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Oh I'm not saying Regen is better than anything but the outright dismissal of Regen made earlier is flawed (as you pointed out).
In my experience kicking off with Dull Pain before the charge against any AV will usually ensure survival of the initial attacks. -
Method (iv) is the way I've managed to shrug off Psi' Clockwork King alphas before. With Reconstruction triggered as soon as my health goes a nasty shade of orange. By which time the rest of the team should be railing on the AV/GM in good order which should give you some breathing room.
The impact of an alpha on a scrapper with 2100HP regenerating at a 1800-2000% rate is pretty negligible once a well slotted Reconstruction factors into the equation. -
Scrappers fill pretty much the same role as Brutes but are geared toward finishing the fight fast rather than drawing it out to become more powerful.
With ample status protection and durability Scrappers make ideal Mez slayers and bodyguards providing they don't fall prey to the "scrapperlock" excuse. With a little thought and observation a Scrapper in a team can also react to and delay (or possibly defeat) unexpected patrols/ambushes until the team has a chance to redirect their attention.
While Scrappers for the most part lack major crowd control they do have the ability to stand their ground when it all goes to hell and the squishies start dropping like flies.
Despite all the disdain of team min-maxer talk a competent Scrapper, of any build, is a true Spartan. -
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Revive has been stun-free for many, many issues now.
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Really?
Then I gladly stand corrected! -
You'll probably find that the End issue for DM was partly because the attacks weren't doing enough damage. Slotting some damage enhancements into Smite or Maul early on would have reduced the number of attacks needed to bring a foe down thus reducing the End expended during a fight. Those two slots in Fast Healing for example, might have served you better added to Smite for some extra damage.
Reconsider discarding Dark Consumption it will be super useful when you face Malta and especially Carnies. -
If you've taken Resilience then Revive isn't so bad a pick as it can get you back in the action when things go wrong (Acme statitistics show there is an in game "Oh Noez!" moment every 36 seconds). Without Resilience giving you the stun resist to make Revive combat friendly you'd be better off picking MoG or a pool power.
While many dislike MoG (or loath it with every fibre of their being) it's not quite as bad as the hype makes it sound. As long as there isn't any Psi or patch damage being thrown around you should be pretty safe. Last night my Claws/Regen was in a team that took the Dreck mission, when we took on the AV and his small army I ended up taking the alpha full on and promptly faceplanted (Even Dull Pain + Instant Healing has it's limits). A quick Revive (I have Resilience so no stun) and popping MoG put me back in the fight so I could keep Dreck's attention while the rest of the team battered him. Maybe I was lucky but I got through the rest of the fight without taking a single damaging hit. So it's not all bad, it is situational but it can make you pretty much untouchable when used right. -
You don't have to take Hasten but -recharge effects are a Regen's worst enemy after -heal. It's one power pick and 2 slots to get it as good as you'll need it which is hardly much it the scheme of things.
If anything you should be more concerned about the lack of slotting invested in your attacks. I would also question the need for Stamina, with Quick Recovery and Dark Consumption available it seems unnecessary so early on. (I know you'll probably need it later if you take Focussed Accuracy in the 40s.) -
Ok you've lost me in the wall of text. It seems you're half complaining that Inv scrappers got a rough deal with having a taunt aura thrust upon then and then you hold it up as virtue and service to the team.
In a small team without a genuine tank an Inv scrapper will be a better stand-in for a tank than any /Regen or /Sr. They have a Tanker primary as their secondary, it's to be expected. However the benefit of /regen and /Sr scrappers in a team is they do not draw from the team resources as they are, for the most part, Self Sufficient, they bring plenty of damage output to the team and require little in return allowing defenders and controllers to focus on the task at hand rather than worry about some attention seeking Inv scrapper trying to play martyr.
When it comes down to it a Scrappers' purpose isn't to tank, it's to do as much damage to the enemy as possible. You want to be a tank? Play a Tank don't go half cut with a scrapper. In fact if there is an honest to goodness tank in your team then benefit brought by an Inv scrappers' taunt aura is virtually squat unless the tank (or possibly the rest of the team) is shockingly incompetent.
And don't play the you haven't got X in you sig so you don't know what you're talking about. The two toons in my Sig are the first ones I got to 50 in each game. I see no reason to post any of the other 13 I have (which includes an Inv Brute and Tank thankyou very much). I am well aware of how Inv works, it's not rocket science.
However as correctly you pointed out this is drifting off topic as the thread is about Soloing and therefore team benefit is irrelevent along with the validity of the "Inv isn't selfish like the other secondaries" argument as Regen is probably the best suited for soloing as it is the most self sufficient secondary available (with Dark Armour matching it later in the game). SR may be able to cope later on but you'll find it awkward early on and at some point you'll have to decide whether or not to sacrifice two power choices to get a self heal. -
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Nope, didn't you know? regens are not scrappers, they're just selfish empaths with an attittude
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That's libel! The Regen Anti-Defamation League take such baseless secondaryist statements seriously! *Rushes off to see lawyer*