-
Posts
425 -
Joined
-
Quote:Fair enough.I believe it applies to everything except Temporal Manipulation. That one we get free.
I don't mind spending the points on it, but the post I quoted was unclear. Are they all in i21 or just all of them except Titan? I've inferred the latter from cruising around the boards.
Which is mildly dissapointing, but no biggie. Enough other stuff going on in i21 to keep me busy I suppose.
Edit: It's sort of unclear. The Title is about BG/SJ, but the OP includes all 4 of the new sets. -
Quote:Does this comment apply to all 4 listed in the OP, or just Beam/SJ.I'm here at comic con and spoke with posi. The sets are on the floor to view and will be in I21, however I was told they will be premium power sets which are not included with the VIP subscription and must be purchased with points. Currently they are 800 points ($10) each. Street justice is has a combo system of sorts. They are also adding a 5th power to all travel sets. And travel powers are available at lvl 4 now.
I want my Titan weapon, damnit. -
Ageless is great for a build like that. Capped recovery for the win.
Also, to add to Mauk's list:
/EA will soon have a scaling +rech bonus.
Stone/ should be able to take the FF proc, um, somewhere? Maybe not in an AoE you are using frequently enough to be worth it though? -
I'm intriqued by the possibilities PS+FE+Fury and what that does to Burn, Burst, and CS.
Bearing in mind the differences in brute/scrapper FE and Burn.
But I'm too game-lazy to do it.
Someone brought up an interesting q in another thread about KM:
Given KM is generally considered better on a scapper, and /FA better on a brute - which one to roll? -
Is the dmg type just determined by the type of attack applying the debuff then?
Also Radial > Core, imho. If I'm on a build that doesn't want the dmg debuff, I'm probably taking Pyronic and not Void anyway. (Pyrolic? Whatever Big Fat Fireball of Fire).
Aside from the target caps, isn't there a difference in the AoE size as well, or am I imagining that?
Either way, more targets feels > 20% dmg proc for the way I tend to play. But I'm one of those melee jerks who's always surrounding themselves with targets.
Needs Moar Targets. -
-
Quote:Yeah, I'm pretty confused as well. Let's see if I have this right.This is what's confusing on the "official page'
This seems to state that any VIP will get all the costume bits & vip stuff for free and not have to spend any tokens for them
"Tier 9 VIP offers new exclusive costumes, powers, and other exciting in-game rewards. These Tier 9 VIP rewards will be refreshed every 3 to 4 months and are available for free for Tier 9 VIP players. Players must have an active VIP subscription in order to claim Tier 9 VIP rewards."
42 month Vet badge comes to 14+3 (rounding down, assuming they do that, no clue what happens with that .5 of a token), so I'd have 17 "tokens," right? That puts me what, somewhere between tier 5 and 6. Okay, fine.
But, if I'm a subscriber and staying that way (aka VIP), then I still get the three "tier" features for 6, 7, and 8 - as it points out those are already open to VIP. So no worries about loosing inventions or large insp drops.
Correct so far?
But the "reward" items are things I have to drop a token to get, right? Does this mean I *loose* my Boxing costume pieces because I don't have the tokens, despite the fact that I have already unlocked them? Not that I'm all bent about that specific costume piece - but it serves as an example of something I already possess in game, that I won't have sufficient "tokens" to slot for the actual reward under the new system.
Let's take the other case then. Say I lapse for a while - my token rewards stay put, I hope? Meaning after I unlock a tier/reward, it's no longer tied to my VIP status (save for things explicitly reserved like the t9 stuff, incarnates, and so on).
Sorry if this has been covered-ish. Call me dense. Long day. :P -
Quote:This.Siphon Life is your 2nd hard hitting attack after MG. Ideally, you want to shoot for running the MG>Smite>SL>Smite attack chain. Since you'll have healing flames, though, you can slot SL like the rest of your attacks instead of frankenslotting healing into it.
As to the other two powers you're concerned with, it really depends on your build or your idea for a build. DC does more damage than consume, so you could slot DC as an attack and Consume as a recovery tool.
What are you planning on doing with this scrapper and what are you build goals? DM/FA looks like a fairly decent combo once matured and built up a bit. /FA fills in the lack of proper AoE damage that DM/ has. DM has tohit debuffs that you can stack with any defense you can slap on the build and a heal that is meshed into your attack chain.
At least that's how's it's been going on my brute. Honestly, you really don't need to slot either power for +end, just get them recharging sufficiently fast enough and you're gold*
* - assuming you are frequently surrounded. If you do a lot of +4/x1 or AV hunting, you might want some level of endmod in there. Personally, I plan on Musc radial for my dm/fire brute. Boosts the end mod and def debuff at the t4 lvl. -
Quote:True, not really a "You hit me you're gonna get hurt" feel.Considering that it's technically just another "damage aura"? Not really. But then, how many do you really need in one set?
How many in one set? One or None seems to be par for the course with Auras. /FA gets an aura, and attack, and a boost, by way of example, and /SD gets a +dmg and an attack. So some sets get a little more offense, others more defense.
In practice, a Spine Armor set can't have anything resembling Spine Burst or Quills - since those violate the whole "no two of the same thing then." Which might be the problem. How does one give Spines Armor a "dmg Aura" without it being basically Quills under another name. That's why I thought of Icicles as a model - but the more I think about it, the more "just another dmg aura" probably won't work because of the potential conflict with Quills (In scrapper/stalker terms, and running with the idea of proliferating spines).
So, let's say hypothetically that we can bypass the "Standard Code Rant" on something like a Martyr mechanic (Dmg retrun, borrowing from a classic favorite of mine). What would it have to look like in order to retain balance?
First, limited to incoming melee attacks. Doesn't make sense for incoming ranged/AoE. So there's a fairly substanital limit off the bat.
But what about how much damage returned for damage incoming? How does one keep it useful while making sure that anything using KoB/Clobber/etc attacks against you doesn't 2-shot themselves?
Finally, does this exist as a fixed value? Is the dmg component enhanceable or subject to buffs? None of the above?
Silly discussion, but Spine Armor seems like one of those "Hard to do, but really why isn't it there." set possibilites. -
Oh. I actually hadn't considered that. A while back I tried figuring out what Spine Armor might look like and had this thought of reactive "modes" as a way of making it unique.
Sort of like Swap Ammo for armor toggles. Then it started to seem excessive and OP. Dmg relfection wasn't something I had considered, but it makes sense. Punching the sharp pointy thing is going to hurt your hand.
In the interest of preventing an OP set though, couldn't something like an Icicles clone serve that purpose thematically? -
"The greatest trick the Devil ever pulled was convincing the world he didn't exist."
-
Quote:Bang for buck? Pretty much this.1) I think the 75 percent fire T3 is 'best'. fewer resources, plenty effective.
I've slotted the T4 on my two incarnates. The mace brute notices the -res much more than the spines scrapper, although perhaps it's just easier to see the change in the numbers because there are fewer of them (albeit much larger values) on the screen.
Every time I try to think of something other than Reactive Radial (the higher chance for DoT side) for a melee toon I simply can't justify the loss of the proc dmg.
I had thought that maybe something like KM could benefit from the -Res with big hitters like CS, but if you are building up the -RES with your small attacks, you could just be applying the proc dmg anyway. 10% boost to CS is probably, what ~50-75 pts of dmg, which is about the value of the DoT, or less? I forget.
Honestly, they should just add a dmg component to all of them. The rest seem so very worthless from the perspective of a "primarily melee" player. -
Quote:Sorry, but this is no longer true.Yar, but the tohit checks are generated each time a mob uses an attack, right? So -recharge decreases those incoming tohit checks and ergo decreases fury. That's been one of the main arguments against Spines for brutes.
Take any brute with enough attacks in their primary to have a semi-decent chain of any kind and you can achieve the effective "before Frenzy" Fury "cap" on a practice dummy.
On the subject of Spines.
Spine Armor.
Why do we not have this? -
In addition to all the above:
End cost on that DR is going to basically murder you. ToE is great in DR, but not enough to spam it as an attack like that. Also unenhanced for recharge or accuracy. I know you used DPA numbers so recharge is debatable, but accuracy. Without any in DR and with the bonuses from Oblit in Burn, Burn will be hitting more often.
Also, a full set of Oblit, iirc, isn't the best slotting for Burn if enhancement values are the goal.
X/Fire > damage than X/<insert armor here>. Always. -
Well, quite a few things stand out at me. It's not a terribad build, it's just sort of all over the place power and bonus wise.
Power choices:
I'd drop soul tent's and dark obliteration from the build. Darkest night is worth while, Gloom is amazing, and you'd get more benefit from fitting Maneuvers vis a vis more defense and another LOTG +rech.
If you can build for sufficient recharge (see below), then I'd consider dropping your T1 attack as well.
Slotting stuff:
5x Doctored Wounds in Healing Flames. Focus on the recharge ones.
You really only need 4 pieces of Reactive Armor, put in both /FA toggles and put a set in Tough.
Consider Frankenslotting Burn for Acc/Dmg/Rech bonuses rather than set bonuses. This might save you a slot, haven't worked out an optimal Burn slotting I like for my DM/Fire yet.
Try to build to at least 32.5% s/l defense. You can do with expensively with Kinetic Combats (4pcs), or cheaply with Siphon Insights (5 pcs) or Mocking Beratements (I think that's the right one - 4 pcs). If possible add as much e/ne def as you can to get a similar number. 3x eradication and 3x (um.. crap, forgot the set name) in AoEs are a good way to get there.
Slotting out Weave/CJ/Manuv with LOTG +rech/LOTG +def/LOTG Def/end is my usual routine.
You want your main attack chain fully slotted - Smite/SL/MG if you have a TON of recharge, but in practice you're mixing in Burn/DC/SD/FE, so it works out to less recharge unless you want to hit the 3 ST attacks without gaps. Place the min number of a set piece needed for your defense bonus, then frankenslot for acc/dmg/rech with the remaining slots as needed.
Could go on, but have to run. That should get the discussion going.
AS is/was a great power - haven't used it in forever. Worthwhile at lower lvls, but DM doesn't really need an extra attack IMO, and the power pick at later levels could definitely go elsewhere. -
What's a Burte?
And wait .. Sell your build? lolwut? People buy builds?
Quote:Awesome.I'd say create some builds for the guy and shut up... making sure the builds make no sense whatsoever and it gimps him horribly.
Quote:2 builds have been given to you, one is better than the other. Are you able to recognize which one that is? -
Basically all of above. You'd never hit the cap on either without stacking Rebirth/IH, or massive outside buffs.
-
Quote:AoE Lift animation from Grav/ inside pillar of light with gradually focusing/intesifying inner beam. Time explosive flash to when mobs hit the ground.Only if the light and damage are on a slight delay and the power starts by causing a Knock Up on all the enemies.
Everything lifts into the air and then FWOOSH!
.
Would be my go to judgement if that ever happened. -
-
Quote:I'm a huge fan of Throw Spines, enhanced for range (granted not as effective as enhancing the 40 footers) it just covers a massive area with nice dmg. RT being deeper but narrower could have compelling uses in narrow hallways (I'm looking at you Lambda collect stuff phase). Didn't know that RT was that big, which is pretty sweet admittedly.This is a tough call for me. I think I prefer Throw Spines area in general, but I have gotten good use out of RT's extra range (mine is 46 feet slotted). TS is a larger area (I think, I haven't done the math, though), but RT has a longer range and is a goodly sized cone. I learned to use cones with Fire Breath on my blaster, a 40 foot long, 30 degree arc cone. RT is also 40 foot long, but has a wider 45 degree arc. TS is only 30 feet long, but its arc is a massive 90 degrees.
I'd still like to see it do more dmg.
Quote:Well, CC has a 180 degree arc, and that is very nice (love it on my WP/WM tanker), but of course it only works on stuff right next to you with its 8 foot (unenhanceable) range.
Edit: Ranged cones do the the advantage of jumping above a spawn to shoot them downward - can't do that with CC as effectively, so there is that to consider. -
Wish I could remember what thread had some details on that, but iirc the Mids numbers for /blaze scrapper dmg are about double what the powers do in practice. No idea how that compares to scorch, but around 60-70 average dmg from fire blast unenhanced, iirc.
-
Fair enough. I'm not familiar with blasters, and with that comparison it seems less undesirable I guess. Still though, it should at least do the dmg of energy torrent - that might make it almost worthwhile.
It might not do throw spines dmg, but can it cover a similar area? That might make it a little more compelling - depending on kb vs. kd. Energy torrent is KD, and with the higher dmg seems like a better choice if that pool is already in one's plans. I don't have strong hate for KB or anything, i'd just rather have KD given the choice.
But with upcoming Crowd Control for scrappers, RT is just going to look that much smaller. -
Quote:Can't wait for that! Next up, the discussion of how Barrier makes VEAT team buffs irrelevant.Tune into the Archetypes & Powers General Discussion tomorrow for a discussion on how useless Scrappers are in a team setting.
Quote:And if so, assuming we could find a safe place, and maybe some way to capture and use some that energy, would there be any down side to doing so? Would that be pure win/win/win or what?
Stop leaking omega slot powers!
This.
And in one further unecessary answer to the OP:
Fortitude says No. -
Threads like this are lol almost as lol as Ryu's assertions about buffs.