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Posts
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Joined
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Quote:Well, maybe my costumes do tend to be more complex.I'm going to tell you the truth here.
I've done this LOTS AND LOTS of times.
I really didn't find it difficult.
However a solution to the problem has been found, it just isn't very professional, and isn't something players should have to resort to, to solve this problem. -
Quote:I would love for the feral and felinoid faces to have an animal fur option as well.You forgot the most important thing, something for the existing animal pack pieces that'd be relatively simple to do. Make the animal fur glove and feet pieces available on more kinds of gloves and boots. There's several options that as far as I know all use the same set of textures for their various options (To horrible effect in some cases on the folded and spiked models) so why can't we have that texture on all of them?
However that a-said. Being an animator I can think of a way for the animal claws weapon thing to work.
You would need have a special setting for the claws power alternate animation that probably only work in non-pvp zones, but yes, it would require some new animations, which is NOT out of the question.
You would have the claws gloves equipped, and then chose which natural claws they wanted; ones that looked better than they did before. Once the power is hit,in one frame of animation the actual fingers would be folded on itself into the hand palms. At the same split between frames the claw weapons would be spawned where the fingers were and then spread and perform the new animations for the claw attacks. The only problem is continuity aesthetics because people would have a choice between the claw gloves and the claw weapons, and that might not always look good as some players make some bad choices with miss-matching gloves and claw weapons, but that is a player choice. This gets past the entire individual finger animation problems they have been having.
So yes, it CAN be done with out breaking the game, but it just would require some new animations, as some power alts do have.
P.S. /signed for the OP -
I agree, and to make matters worse the decoys can hurt you too. You can't seem to hurt them though. I am just very thankful for the knock down powers my claw characters have that keeps her from calling her creations right off the bat and I can sometimes get her before the horde is called.
I have the same problem with the cattletrops. There you are, waiting to lead the sister out, but because one of the mobs guarding her put them down at the very start, or worse at the very last moment, your stuck there waiting what seems like forever for them to de-spawn. -
Quote:I really want to be rude to you, but I will restrain my self due to benefit of the doubt.Standard code rant:
Tying powers to costume pieces can't be done with player models.
All that is needed is the proper gloves to match the actions, IF the player wants it. -
Quote:That has been my long standing point. This should not be the way it is. The easiest way to fix it at the moment is to simply, and effectively hack the costume saver program./Signed
It was my thread you likely rememberThe problem with scalers is that they mess up so easily. I can browse through my saved costumes, come back to the CC, and somehow, despite clicking back, the scales have altered.
The most common scenario is height alteration, wanting to make costumes across one character match in scale. Doing that at present is a long winded and often awkward process that simply shouldnt exist. -
Quote:That is exactly what I am thinking! They finally got to character select log out, now it is this thing's time.The costume sliders need "tick marks" on a 1-100 scale so if I want (for example) to set all of my characters' shoulders to the "37" mark it would be a trivial matter to move the sliders to that precise setting. The current vague no-numbers scheme has been completely maddening for years now.
I'm aware of how to edit the text files to get around this deficiency. But honestly it's pretty sad that we have to go that far just to accomplish something that should have part of the in-game GUI years ago. -
Quote:Well that is nice to know. That has solved my problem, however, this should not the the steps one must resort to, to get they physical tributes correct for a high ranking professional game like this. I don't care how they do it, I just want it fixed.Actually, you can save both costumes, open the .txt files, copy and paste one's scales into the other and finally reload the altered file into the game. That being said, it would still be nice to be able to save/load the scales separate from the costume, similarly to how we can save/load the primary and secondary power customizations separately.
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Quote:Saving costumes is one thing, saving proportions is another.Saving a costume already saves proportions.
But yeah, actual numbers would be nice. "Just a skosh to the right" is not a height. 5'10" is a height.
Say you want to change the proportions of the toon you have, being consistent you need to change all the costume's proportions. To make use of the save function, you need to change one costume, save it, then take that saved costume, load it, then completely reconstruct the original costume for that slot from memory just to keep the same proportions. Now think of that in x4. Simply loading it does NOT in any way cut it as reasonable. -
I know this has been requested before, but I can't seem to find it in the search.
As the title says, we NEED that is N E E D a proportions saver and loader. A lot of the costumes here are just different outfits for the same toon. So having different proportions does not make sense.
I just spent all my free tailor sessions, and 20 mission trying to set up a change in the toons proportions. This is most in part of having to do it in quintuplicate, but also in having to go in and adjust the height multiple times, and I still probably didn't get it right.
So I plead to the almighty devs, make this or some other solution (like numerical settings in the builder instead of just random placement) be implemented A.S.A.P.
MCM -
Yeah I would have to come to the same conclusion Jibikao.
It is actually a lot simpler than that. If you have a weeker defence and hitpoints than a scrapper and still have a scrapper out-damage you that is just wrong. Stalkers are the melee equivolent to a blaster with NO AoE!!!
So your a blaster.
You can not do ranged attacks or next to no AoE blaster damage.
However you have a slightly higher defence, it doesn't compensate for the surprising lack of damage you deal.
In the end, stalkers with their lack of range, AoE, hitpoints, and defences should be the HUGEST damage dealing class in the game. -
Quote:Thanks. Yes I plan on alpha slotting for damage to make up what is lost getting perma-haste.Ideally you want to only have to use DA once per 10seconds to softcap your Lethal and Melee Defense, because even when slotted for damage its dpa is really low. If you can get the rest of the build to that level, and only have to use 3 slots in DA for defense, you can put damage/acc/procs in the other three slots and not lose nearly as much dps. Stacking it is nice for debuff situations or mobs with +tohit, but the power recharges very quickly as it is, so that is not an issue.
The endurance on that build is definitely sustainable; the problem is it is way more than sustainable on an electric armor character. Any recovery that is more than you need to sustain your armors and attacks is not benefiting you at all (especially when you have enormous resistance to enddrain and -recovery).
Still at work (), so can't post a build yet
I forgot to ask, are you going to alpha slot this? -
Thanks for the suggestions. Still open to others if anyone else is interested.
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Quote:I am in huge favor of Shock Wave, I find it works very well.End cost isn't worth the buff so it becomes a situational power, which can be countered with a yellow.
Shockwave can cause issues with sets that have a power which benefits from having people around the scrapper. /sr has no such power. It's a near "I win" alpha strike for my Claws/regen and I can't imagine not taking on my Claws/sr. -
Quote:Perhaps that is true. I will stay open to the idea.Elude won't do anything for you, except against critters with to-hit buffs. SR has capped defense debuff resistance, so you can pretty much ignore debuffs. To-Hit buffs are generally so large that Elude would barely reduce their chance to hit you. Trust me, you will rarely use Elude and you won't notice a difference when you do use it once you have a good build. Keep it if you have the room for it, but don't put any priority on slotting it.
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Quote:The DA slotting needs some thought. It is the primary attack in most fights after any AS. With this build you will have zero problems for energy even with haste, and have a VERY fast attack rate. DA slotted for defence will allow it to stack with itself dramatically; something along the lines of 3-5+ times if the attack rate is fast enough.It's not terrible, but it does have some problems. Stuff like 4 slots in hasten has got to go; also, Superior Conditioning and Physical Perfection (except for the regen portion) are pretty much a waste for the secondary that has limitless endurance.
Hecatomb, along with its proc, should be in the attack that gets used most frequently, likely Sting of the Wasp (which you should switch for Gambler's Cut, btw).
If you are going to use the Panacea proc, that set should be in health instead so it has more chances to fire.
The slotting for Divine Avalanche is no good. That power begs to be frankenslotted.
I will pm you a build when I get home tonight.
Thank you for the help,
MCM -
Quote:Okay. The idea was to soft-cap defense, then go into DPS. I LIKE Elude. It makes for a great O-Shite power, and would like to keep it. I need to keep fly, it is a necessity for this toon's concept, and I only have a little over 2 years of vet, so I am stuck with hover or air superiority. I am okay with dropping slash.DoctorWhat's build is far from optimal too.
He has 8 LOTG sets, which is a waste INF because of the rule of 5's. At least he didn't use 8 LOTG global recharges.
Crushing Impact's 6th slot bonus is not very useful; a proc would be much better.
Elude is over-slotted. You could probably skip it completely.
Some people don't use Shockwave because its an AoE knockback. It can still carry decent sets, like Positron's Blast for recharge bonus.
Slash is not needed. I believe the optimal attack chain for Claws Scrapper is Follow Up -> Focus -> Eviscerate, which requires perma-Hasten levels of recharge. Don't be intimidated by that. You have Quickness, which is equivalent to 2 purple sets. The Spiritual Alpha can also save you INF because it counts as just over 30% global recharge at tier 4. You definitely need Hasten in your build if you want to do real Scrapper DPS, and not be out-DPSed by Defenders and Tankers.
Gaussian's is a great set for positional defense users. Focused Accuracy is a good place to put it.
Combat Jumping stacks with Hover for added defense. I'm not sure if you will need it, though. Slotting your powers, Hover, Weave, adding a Gaussian's set and Steadfast 3% defense should put you at or near the soft-cap, leaving the rest of your slots for recharge bonuses.
Other than that, it would be nice to know the goals for your build. If you just want to hit the soft cap and do the DPS chain mentioned above, that should be fairly simple. I'll try to post a skeleton build for you tomorrow if you haven't come up with a better build by then.
P.S. Cost is NOT an issue, I will get it eventually, I aim for the end results and want the best for this toon. -
Quote:Budget with these first few Heroes and Villains are unlimited.What's your budget? I have a couple of builds for this I could share, but they are pretty expensive.
Here is the build I just got from a friend of mine for perma-haste, what do you think?
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Kat Elec: Level 50 Magic Stalker
Primary Power Set: Ninja Blade
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Sting of the Wasp- (A) Crushing Impact - Accuracy/Damage
- (7) Crushing Impact - Damage/Endurance
- (7) Crushing Impact - Damage/Recharge
- (9) Crushing Impact - Accuracy/Damage/Recharge
- (42) Crushing Impact - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Titanium Coating - Resistance/Endurance
- (9) Titanium Coating - Resistance/Recharge
- (11) Titanium Coating - Endurance/Recharge
- (11) Titanium Coating - Resistance/Endurance/Recharge
- (13) Titanium Coating - Resistance
- (13) Titanium Coating - Endurance
- (A) Obliteration - Damage
- (15) Obliteration - Accuracy/Recharge
- (15) Obliteration - Damage/Recharge
- (17) Obliteration - Accuracy/Damage/Recharge
- (50) Obliteration - Accuracy/Damage/Endurance/Recharge
- (A) Hecatomb - Damage
- (17) Hecatomb - Damage/Recharge
- (19) Hecatomb - Accuracy/Damage/Recharge
- (19) Hecatomb - Accuracy/Recharge
- (21) Hecatomb - Damage/Endurance
- (A) Recharge Reduction IO
- (21) Recharge Reduction IO
- (31) Recharge Reduction IO
- (39) Recharge Reduction IO
- (A) Titanium Coating - Resistance/Endurance
- (23) Titanium Coating - Resistance/Recharge
- (23) Titanium Coating - Endurance/Recharge
- (25) Titanium Coating - Resistance/Endurance/Recharge
- (25) Titanium Coating - Resistance
- (27) Titanium Coating - Endurance
- (A) Aegis - Resistance/Endurance
- (27) Aegis - Resistance/Recharge
- (29) Aegis - Endurance/Recharge
- (29) Aegis - Resistance/Endurance/Recharge
- (31) Aegis - Resistance
- (46) Aegis - Psionic/Status Resistance
- (A) Run Speed IO
- (A) Steadfast Protection - Resistance/Endurance
- (31) Steadfast Protection - Resistance/+Def 3%
- (37) Resist Damage IO
- (A) Recharge Reduction IO
- (A) Luck of the Gambler - Defense/Endurance
- (33) Luck of the Gambler - Defense/Recharge
- (33) Luck of the Gambler - Endurance/Recharge
- (33) Luck of the Gambler - Defense/Endurance/Recharge
- (42) Luck of the Gambler - Defense
- (43) Luck of the Gambler - Recharge Speed
- (A) Run Speed IO
- (A) Luck of the Gambler - Recharge Speed
- (A) Crushing Impact - Accuracy/Damage
- (34) Crushing Impact - Damage/Endurance
- (34) Crushing Impact - Damage/Recharge
- (34) Crushing Impact - Accuracy/Damage/Recharge
- (46) Crushing Impact - Accuracy/Damage/Endurance
- (A) Panacea - Heal/Endurance
- (36) Panacea - Endurance/Recharge
- (36) Panacea - Hea/Recharge
- (36) Panacea - Heal/Endurance/Recharge
- (43) Panacea - Heal
- (43) Panacea - +Hit Points/Endurance
- (A) Recharge Reduction IO
- (A) Armageddon - Damage
- (37) Armageddon - Damage/Recharge
- (37) Armageddon - Accuracy/Damage/Recharge
- (39) Armageddon - Accuracy/Recharge
- (50) Armageddon - Damage/Endurance
- (A) Endurance Modification IO
- (46) Endurance Modification IO
- (A) Titanium Coating - Resistance/Endurance
- (39) Titanium Coating - Resistance/Recharge
- (40) Titanium Coating - Endurance/Recharge
- (40) Titanium Coating - Resistance/Endurance/Recharge
- (40) Titanium Coating - Resistance
- (42) Titanium Coating - Endurance
- (A) Endurance Modification IO
- (A) Healing IO
- (45) Endurance Modification IO
- (45) Endurance Modification IO
- (A) Apocalypse - Damage
- (48) Apocalypse - Damage/Recharge
- (48) Apocalypse - Accuracy/Damage/Recharge
- (48) Apocalypse - Accuracy/Recharge
- (50) Apocalypse - Damage/Endurance
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Accuracy IO
- (A) Endurance Reduction IO
- (A) Healing IO
Level 4: Ninja Run
Level 2: Swift- (A) Run Speed IO
- (A) Jumping IO
- (A) Doctored Wounds - Heal/Endurance
- (3) Doctored Wounds - Endurance/Recharge
- (3) Doctored Wounds - Heal/Recharge
- (5) Doctored Wounds - Heal/Endurance/Recharge
- (45) Doctored Wounds - Heal
- (A) Endurance Modification IO
- (5) Endurance Modification IO
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1381;656;1312;HEX;| |78DA6593EB4F1A4114C567044450AAF8401145B0CA9B05AA4DEAA3B5B6DAA451AC8| |9FD4EB730D56D294B964D5ABFF59F69FAFED3FAF8DE07BDDC330A099B90DF72F6CC| |9D337367AA6F0F268478B72764E861D3EC746A67AED97CA51C5FD53CB7EA6347A69| |B386CAABA5F0811D59F6A55D554CA38B15A2FCDDAD91BDB69C4AFBE1CA817AAD551| |466F88EB58F5DABEF3DA76C28F5B17CA512DD7B87A099EDA76D3386B2BD598E0D76| |365B6ADD6F934FF794AF5DBB6E39AAE65B7422C3DB2CE2F5C32440FDB56DD786037| |2E6B55B3E32AE7F22AF002255CA7DFFB80D04FD72B9E112A62D4049E33C6EA8C6C8| |3B1D5B70B31277BD2364952B2E4933996C6F28C60012832260CA0C4F840A33C7A5E| |CFEF919E74E30FF09731F58F51E9323E92DDA7EDBE140C69C67406C83266738C556| |A801F993CFE3C279F05E2400AD8A1B2019D3D80EC11648F20FB02B22F20FB22B2EF| |D2A8713D6ABC8C2F15C6D22D608311DF64146F336E52A690DEBA5091A7BF4B85265| |1686432422FCB223ECF582BB0E11319C27A4C1891BF903423244F3E33C595136160| |1A98616467193934E95E00EDEA159AC3E411CA33AFA579B8BE922BAA77398AC390C| |46148E2302471188A380C7B648FC1EE8B2D797891CB401C5861E4124092B1EEEF2D| |10F32E634DDFA8D08A9E77E50E77706D0BD866A47670187619F7C9BE8A2D90AB092| |402F60338D5BD44EBE8670AFD4CA39F69F4338D7E66D14F2F6D7146EF440685FC24| |E57567F26B2C151283182583A1231B058E552A02065042E432E333052BEB4597B1E| |825EFC0555A64E978504AB2744A92D492449058DFD50D4C5D5FA3EEF7E0F5451412| |3DFE31286558FAD997BCF288D73F720C54B11B278CC213C6AFBE5D4A2CDD0B9407C| |376E911B921A532A46C0E291B43CA7F1DBFC673| |-------------------------------------------------------------------|
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Quote:Any particular reason for Conserve Power instead of Focused Accuracy?I took your build and mucked around with it. This one will be much better balanced for offense with a very good recharge.
I was always told that Focused Accuracy was a must as it helped you see stealthed opponents. -
Quote:Yes please.Hmmmmmmmmm
Defense is way to high (Can normally do fine with 45% Melee, Range, AoE). And attacks are really badly slotted
Were you looking for help/improvements on the build?
But I must keep fly as a movement, so I need hover or air superiority. Personally, I would be probably happier with a more offensive build.
P.S. Inf is of no concern I have like 3 billion imf right now, and can get more. -
If anyone read it, this is the scrapper flying Claw/SR build my friend came up with.
The focus was defense, with some general buff all around the usual reduced recharge time.
Thanks
MCM
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Claw SR: Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- HO:Nucle(A), Dmg-I(5), Dmg-I(5)
Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(3), RedFtn-Def/EndRdx/Rchg(21), RedFtn-Def(21), RedFtn-EndRdx(25)
Level 2: Focused Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(7), RedFtn-EndRdx/Rchg(7), RedFtn-Def/EndRdx/Rchg(23), RedFtn-Def(23), RedFtn-EndRdx(25)
Level 4: Slash -- HO:Nucle(A), Dmg-I(11), Dmg-I(11)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(31)
Level 14: Fly -- Flight-I(A)
Level 16: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 18: Focus -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(43)
Level 20: Quickness -- Run-I(A)
Level 22: Agile -- LkGmblr-Def(A), LkGmblr-Rchg+(29)
Level 24: Dodge -- LkGmblr-Def(A), LkGmblr-Rchg+(29)
Level 26: Eviscerate -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
Level 28: Lucky -- LkGmblr-Def(A), LkGmblr-Rchg+(31)
Level 30: Boxing -- Acc-I(A)
Level 32: Shockwave -- HO:Nucle(A), Dmg-I(33), Dmg-I(33)
Level 35: Evasion -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(37), RedFtn-EndRdx(37)
Level 38: Elude -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(40), RedFtn-EndRdx(40)
Level 41: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam/EndRdx(42), TtmC'tng-ResDam/Rchg(42), TtmC'tng-ResDam/EndRdx/Rchg(43), TtmC'tng-ResDam(43), TtmC'tng-EndRdx(45)
Level 44: Focused Accuracy -- HO:Cyto(A), HO:Cyto(45), HO:Cyto(45)
Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48)
Level 49: Physical Perfection -- EndMod-I(A), EndMod-I(50), Heal-I(50), Heal-I(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(13), Mrcl-Heal(13), Mrcl-Rcvry+(17)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(15)
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I have this nice little NB/Ele. He is a tough one for a stalker. I find that is Haste>Power Sink power combination does more damage than all the assassin strikes in the world. SO...
I was wondering if I could get some help building a Mid build for said stalker. I am sorry if I sound like a broken record here, but I still don't have much of a clue on IOs.
Power wise I think I got what I need baring modding to fit IO sets in.
The power I have, not necessarily in order.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Technology Stalker
Primary Power Set: Ninja Blade
Secondary Power Set: Electric Armor
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Gambler's Cut -- Empty(A)
Level 1: Hide -- Empty(A)
Level 2: Flashing Steel -- Empty(A)
Level 4: Charged Armor -- Empty(A)
Level 6: Assassin's Blade -- Empty(A)
Level 8: Combat Jumping -- Empty(A)
Level 10: Hasten -- Empty(A)
Level 12: Super Speed -- Empty(A)
Level 14: Conductive Shield -- Empty(A)
Level 16: Static Shield -- Empty(A)
Level 18: Grounded -- Empty(A)
Level 20: Lightning Reflexes -- Empty(A)
Level 22: Build Up -- Empty(A)
Level 24: Placate -- Empty(A)
Level 26: Divine Avalanche -- Empty(A)
Level 28: Energize -- Empty(A)
Level 30: Soaring Dragon -- Empty(A)
Level 32: Golden Dragonfly -- Empty(A)
Level 35: Power Sink -- Empty(A)
Level 38: Kick -- Empty(A)
Level 41: Tough -- Empty(A)
Level 44: Weave -- Empty(A)
Level 47: Focused Accuracy -- Empty(A)
Level 49: Power Surge -- Empty(A)
------------
Level 1: Assassination
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
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1. Perma Haste if possible!
2. DAMAGE
3. Reduce some endurance cost.
The toon is rather touch as is with SO's slotted so that isn't an issue.
Thanks for all the help!
MCM -
-
Quote:Unless your a developer, I would have to disagree.The problem isn't just with the combat stance, though that is part of it.
In order to give us animalistic claws as an option for the Claws powerset, it would require just as much work from the animation team as creating an entirely new powerset from scratch, including a new combat stance. I don't see the devs being willing to do that much work for what amounts to a weapon customization.
If the animators are going to do that much work, I'd much rather it actually result in a NEW powerset, instead of just an option for the people who play one powerset. You know, beastial claws would be the same amount of work as animating a staffs powerset. If we can only have one or the other (which would be likely), I'd rather get the new set and deal with the claws as they are. -
I play concepts more than effectiveness, I have a claw/nin I got to 50, and I am just happy playing it, but even I find it is a little week. Eviscerate should work just like the scrapper version, and even the eviscerate is on the week side!!! This set needs to be fixed.