Knight_Errant

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  1. A thing to remember is that most "Granite" builds you'll find posted up are post-respec. ie the toon reaches 38 (32 for tanks) and then ditches all "unnecessary" armours in favour of Granite and whatever powers will lessen the impact of its slowing effects.
  2. Knight_Errant

    Claw/Regen Build

    I've been using my Claws/Regen as a trial run for IO sets. The Doctored Wounds set seems to work quite well for /Regens providing upwards of 90% to Heal and Recharge, with a handy End cost reduction. Add in the set bonuses for Healing:4%, Recharge:5% and a Fear duration reduction:2.2% and it seems to be ideal for all the clicky heals.

    I guess I'm not allowed to comment on the OP's build, so I won't bother repeating what has already been said.

    However, for new players who are interested in making a Claws/Regen, the OP is a example of how to gimp your build. Follow FireKitty's link, the guide there provides valuable advice.
  3. Knight_Errant

    Dm/SR...

    I really don't see Tough and Weave being necessary and I don't see any powers in LN's build that I'd be willing to sacrifice. But we've been there before.
  4. Regen is a good secondary for Broadsword as it allows you to slot your attacks without concern for endurance. That way you get more "bang for buck" earlier while others Bs combos are fiddling with EndRdx slotting. I've found regen to be very stubborn in the survivability stakes and clicky heals aren't a worry as the only one you have to think about is Reconstruction. The others (instant healing and Dull Pain) are, in my experience of playing and teaming with regen scrappers, more often employed as pre-fight buffs.
  5. Knight_Errant

    Dm/SR...

    I think the -acc effect of the DM set should compensate for any shortfall in melee defence.
  6. Knight_Errant

    Themed SGs

    There's The Institute for Gifted Catgirls (All the toons are female with cat ears, feline faces and cat tails.)
    "Saving the city one kitten at a time."
  7. A little thread necromancy goes a long way
    Besides someone recently asked a question in this thread, it's only right it be answered. Better to ask something relevent in an old thread than add a new one to the ever growing heap.
  8. [ QUOTE ]
    waiiiiiiiiiiit

    so if you put defence enhancements in elude it doesn't do anything?

    ???????????? :S

    [/ QUOTE ]

    It's not so much that it does nothing. It's just unnecessary.

    Elude on its own provides a base 45% Defbuff which puts you at the 95% defence soft cap (you already have a base 50%). Slotting extra defbuff into Elude only has an effect if you get hit by a -def effect. The thing is, alot of SR scrappers don't turn off their toggles when Elude is on. The toggles (and elude for that matter) give resistance to -def effects which makes the extra defence slotting in Elude unnecessary. With Elude, passives and toggles stacking SR gets waaay over the soft cap.
  9. Knight_Errant

    HAMIDON RAID!

    One Scrapper ready to splat jelly on command.
  10. Fine, you win, I'm tired of banging my head against a wall, but don't say we didn't warn you.

    Look, reread Shannon's post and for Pete's sake, take it in. You've had three people question this build, maybe, just maybe, we might have a point?
  11. [ QUOTE ]
    however my scrappers usually have defense first in mind, before dmg.

    [/ QUOTE ]
    What we've got here is a scrapper that's trying to be a tank. Don't bother, take an Ice/Axe Tank instead. Scrappers are offensive combatants by nature (that's how they're balanced), they rely on dropping their opponent first, not outlasting them (that's a Tanker thing).
    Scrapper = Offensive
    Tanker = Defensive
    The other way round really doesn't work.
  12. You're sacrificing alot to gain very little in that build. I'd seriously reconsider Tough, you're effectively using two power slots to gain one which is a waste. The lack of Build Up is what will separate you from all the other scrappers you end up teamed with and not in a good way. All through the game you will effectively be outclassed by them on the damage front and you will have nothing to answer -acc debuffs with.

    As for the lack of a travel power... well you know what I said earlier today.

    Good luck with that build, you're gonna need it.
  13. Oookay, this looks a bit better.
    Things to change:
    Build Up – This is the difference maker in the early levels. It will turn your Hack and Slice attacks into baby Headsplitters. Don’t leave it until 50 take it at 6 three slot it and love it for all the big orange numbers it will give you.

    Whirling Sword – Think carefully before taking this attack. Will you be grouping all the time or soloing? If you’re expecting to solo 75% of the time, then don’t bother with it. In a team it can do tons of damage against tightly packed mobs but it’s a complete waste for a majority soloist.

    Hasten – There are two ways of treating this power; a luxury or a workhorse. If you want this as a luxury then take it in the 40s. If you want it as a workhorse then take it at 12 and go for Super Speed as a travel power.

    Health and Hurdle – if you take Super Speed then swap the slotting on these powers. The height gain will provide a modicum of vertical movement.

    Then you’ll end up with something like this by level 50:-

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    ---------------------------------------------
    Name: Bs-Sr
    Level: 50
    Archetype: Scrapper
    Primary: Broad Sword
    Secondary: Super Reflexes
    ---------------------------------------------
    01) --> Hack==> Acc(1) Acc(3) EndRdx(5) Dmg(7) Dmg(19) Dmg(23)
    01) --> Focused Fighting==> EndRdx(1) EndRdx(5) DefBuf(15) DefBuf(17) DefBuf(25) EndRdx(48)
    02) --> Slice==> Acc(2) Acc(3) EndRdx(7) Dmg(9) Dmg(23) EndRdx(25)
    04) --> Focused Senses==> EndRdx(4) EndRdx(15) DefBuf(17) DefBuf(19) DefBuf(31)
    06) --> Build Up==> Rechg(6) Rechg(31) Rechg(31)
    08) --> Parry==> Acc(8) Acc(9) Dmg(39) Dmg(40) Dmg(45) EndRdx(48)
    10) --> Practiced Brawler==> Rechg(10) Rechg(11) EndRdx(11)
    12) --> Hasten==> Rechg(12) Rechg(13) Rechg(13)
    14) --> Super Speed==> Run(14)
    16) --> Hurdle==> Jump(16) Jump(40) Jump(40)
    18) --> Health==> Heal(18)
    20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
    22) --> Quickness==> Run(22)
    24) --> Dodge==> DefBuf(24) DefBuf(37) DefBuf(46)
    26) --> Disembowel==> Acc(26) Acc(27) EndRdx(27) Dmg(29) Dmg(29) Dmg(34)
    28) --> Lucky==> DefBuf(28) DefBuf(46) DefBuf(46)
    30) --> Agile==> DefBuf(30) DefBuf(37) DefBuf(43)
    32) --> Head Splitter==> Acc(32) Acc(33) EndRdx(33) Dmg(33) Dmg(34) Dmg(34)
    35) --> Evasion==> EndRdx(35) EndRdx(36) DefBuf(36) DefBuf(36) DefBuf(37) EndRdx(48)
    38) --> Elude==> Rechg(38) Rechg(39) Rechg(39)
    41) --> Focused Accuracy==> EndRdx(41) EndRdx(42) EndRdx(42) TH_Buf(42) TH_Buf(43) TH_Buf(43)
    44) --> Conserve Power==> Rechg(44) Rechg(45) Rechg(45)
    47) --> Aid Other==> Rechg(47)
    49) --> Aid Self==> Rechg(49) Rechg(50) Rechg(50) IntRdx(50)

    In my opinion it’s a bit stringy until the mid 30s but it should be plenty capable all the same.
  14. Same here, although it remains a possible option.
  15. [ QUOTE ]
    Dunno what bait is (sorry for my bad english), but I still haven't seen proposed solutions to the flaws of the suggested builds (which I never pretended to be flawless).
    For example, I appreciate your comment on PvP areas which is something I hadn't considered TBH. Besides there's another problem with that build I just realized, that much speed will be a hell of a bad time to move inside mishes, specially if SB'd or with AM. What makes me react is not the critics (always welcome IF constructive) it's the lack of solution suggestions, it is, to bite the bullet instead of keeping in the general considerations limbo. Probably the guy that needed advice got the hell out of the forums to never return again and I can't blame him, I'd be personally disappointed if I asked for help on an AT and when someone posts an orientative build lots of ppl start getting to the flaws of it WITHOUT posting solutions.

    Anyway, I also got bored of this, sorry Fire_B, I just wanted to help with your scrapper.

    [/ QUOTE ]

    Solutions are simple when the flaws are pointed out.
    Lacking verticle movement? Take a power that gives you it.
    Too many end sapping toggles? Ditch the ones you don't really need in favour of less resource intensive powers.
    It really is that simple.

    Remember what your toon's abilities are and capitalise on them, don't try to pile in powers that don't contribute effectively to those abilities. Trying to do everything will only result in being mediocre with your core abilities.
    If there is one exception to this it is the lack of a self heal in Sr which makes the medicine pool very attractive (and handy) for non-Dm types who solo alot.

    Consider the aspects of your primary. Never assume that Set X can be used as a basis of reasoning for Set Y.
    For example DM has a core of short animation attacks that benefit from increasing their recharge speed. Broadsword attacks cope well with Hasten and the odd RechgRed if you can spare the slots. However the individual attacks are vastly slower to execute (that those of Dm) meaning you need to optimise accuracy to minimise the chance of missing which, as I said earlier in the thread, can be costly. All the attacks in the world are still useless if your current one hasn't finished animating yet.

    If someone posted a build and people poked holes in it I'd pay attention to the pokers and their reasoning just as much as I would to the build, as all information is useful and you might learn something. A lame duck build is still useful as an example of what not to do.
  16. Probably a bit of both. With all the -Acc effects from DM you can probably drop Dodge. For PvE Confront isn't a must have so dropping that in favour of a pool power isn't a problem either.
  17. [ QUOTE ]
    However if you take the DM route, you won't need all the powers. Replace Confront/taunt/whatever-it's-called with Air Superiority and you'll rock!

    [/ QUOTE ]

    Yup, if you choose Fly for your travel power then Air Superiority is the perfect forerunner to get. Probably the best attack in the travel power pools. (just don't tell the devs )
  18. [ QUOTE ]
    and it's more than others can say

    [/ QUOTE ]
    Bad idea to bait like that. I think the other contributors to this thread have provided plenty of useful information and guidance for Fire_B. Just because their advice does not agree with yours isn't grounds for discounting it.

    [ QUOTE ]
    As I said I'm not 100% sure how it works (and I don't think people on the US boards do either) and there might be a cap on how much you can resist.

    [/ QUOTE ]
    I was thinking that the debuff resistance might work along the lines of duration reduction, like disorient resistance, as opposed to actually reducing the numbers.
  19. If you take that build into a PvP zone it will get shredded by any ranged attacker with flight powers. It has no reach, no real speed to escape and no vertical mobility (not even hurdle). Against a Blaster or corruptor with hover you'll be deader than Elvis.

    In PvE it will struggle in hazard zones where its sprint/swift/quickness combination will fail to match the protection provided by Super Speed when moving on the ground.
    Verticle movement again will pose a problem as you will get left behind in more mobile teams unless someone is charitable enough to drag you around with TP Friend.

    This build is all very well if you're basing it around a specific character concept or have some overwhelming urge to try everything the hard way. But it is severely handicapped in the mobility department. I would also question the wisdom of leaving Elude until 44, it's too good to not get it at 38.
  20. Really leave out Evicerate? I'd have thought the higher burst damage, cone and improved critical chance would be reason enough to keep it just for teaming.
  21. [ QUOTE ]
    would it mean that I, with my 3 slotted Elude would get 70-15= 55% keeping thus my 45% defence untouched and a scrapper with no defbuff SO's in Elude would see it reduced to 45-15= 30%?

    [/ QUOTE ] That's my understanding of how the soft cap works. Of course I'm probably wrong.
  22. True, but if you want to use FA then Stamina might be handy.
  23. Aside from the CJ/SJ toggle bind LostNinja supplied. There really isn't any situation where a bind is of much use to a Scrapper as pretty much all their commands can already be done with a single key command.

    [ QUOTE ]
    or till we die nice macro

    [/ QUOTE ]
    /macro SPLAT "team X_X Rez Plz!"
  24. Knight_Errant

    DM/Rgn PvE

    It's a bit hard to recommend powers for 44, 47 and 49 as your slotting goes up to 46. :/
    So unless you take Revive, Combat Jumping or some other "one slot wonder" it doesn't leave many useful options as the powers picked at 47 and 49 will probably require the slots gained at 48 and 50.

    I guess Assault would be an option at 47, QR and Stamina should be able to cope with that FA and Integration.