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Cobra Strike is pretty much a mandatory power in MA these days, so I absolutely agree with that pickup. I like to slot for S/L def on my MA/reg, so I'd say slot all your single target attacks with kinetic combats, and then throw a 5th slot in CS for a perox hami-o. Drop revive, seriously, if you faceplant on a 50 regen, you're doing it wrong. I'd pick up Crane Kick instead, it's another great attack in general, and is simply fantastic against KB resistant mobs like AVs. Also, if you're going the S/L def route rather than positional, you can steal slots out of FA for other things, instead of muling a full 6 slots of Gausians. Lastly, consider taking (and slotting) ET, because it's pure awesome. MA only has DT for AoE damage, and ET adds a nice cone with solid damage and knockdown to your alreadly impressive attack chain.
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Just needed to comment that as far as I know, these days CS is about the best attack we MA scrappers have. SK is our highest DPA, but CS doesn't lag far behind, and it packs a stun. If you don't have it, I'd really recommend you fit it in, somehow, because you're seriously missing out by not having it.
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So, basically, the replies in this thread are confirming the problem I already had.
That being, I like SK, CS, CK, CAK and EC all, and I like them a lot. I just haven't settled on a solid chain to use when it matters. I mean, let's be honest here, I can just face roll like 95% of what I face in this game. So cool animations are key.
What I was really interested in is what I should be doing to maximize my contribution to the team when we are running high end AVs and so forth.
Anyway, thanks all to everyone who has responded. -
So, what's considered idea/optimal these days, and how much global rech do I need to pull it off?
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Of course they don't. Fire breath is not good on a scrapper, it kills your dps and generally requires you to reposition before using it. I guess my sarcasm didn't come across there. My point was exactly that, FSC is the only AoE power you get with fire melee.
Quote:They usually take fireball from the blaze epic. FSC and fireball is more than enough to decimate spawns between shield charge cycles. I have enough recharge on mine that I can go FSC + fireball + FSC.
Don't confuse having more AoE options as being better. In many situations, Jacob's Ladder and Chain Induction aren't really used that much. Shield charge + LR will kill everything except for bosses, and then Jacob's Ladder and CI become expensive single target attacks. Thunderstrike is the only other AoE attack that gets alot of use. If your electric/shield gets fireball as well, these AoE attacks get used even less. -
Quote:I agree with absolutely everything you said, except your conclusion that fire melee is king for AoE.The OP was asking what is the 'best' primary to couple with SD. Obviously, that is going to be a matter of opinion, hell what he means by best isn't even certain, but I'm assuming he means what combo is best for the overall game.
And imo, the answer is fire, hands down. And I have 3 lvl 50 sd scrappers, all fully io'd up, a fire/sd, an el/sd and a dm/sd. The dm/sd is best for inspless av soloing, but that's about it.
Now I understand your 'synergy' argument, but even by swapping 'best' with 'synergy', it's still a matter of opinion, and I'd still argue fire. Why? Because fire adds more value to the combo. Sure dm adds more 'stuff', but most of it is less valuable than the primary thing fire adds. Damage. Specifically, aoe damage. This game is an mmo, and most people team a lot in an mmo. That means lots of enemies to kill at one time, which means aoe damage is of very high value. It also means teamates who may might heal you or give you endurance buffs. Then there are inspirations that can be used to heal or recover end. That lessens the value of siphon life and dark consumption (even solo, i rarely ever need to pop a green or blue insp). But no teamate or inspiration is going to give you more aoe damage. That's why fire is better than dm, both in terms of 'best' combo and which 'synergizes' better. Of course, that's just my opinion...
Fire melee gets you FSC, which is admittedly pure distilled liquid awesomesauce. After that, however, you get fire breath. Fire breath is... well... nice on a scrapper. I guess.
Elec Melee, on the other hand, nets you Jacobs Ladder (love hate, I know), Thunder Strike (again, love/hate, but more to love than JL), Chain Induction (Say something bad about this power, I dare you), and Lightning Rod (Which you can alternate with Shield Charge for massive win).
Honestly, I cannot fathom saying that fire/sd has more AoE deliciousness than elec/sd. I really don't get it. -
With Phalanx Fighting I think it is very important for folks to keep in mind that the radius for a teammate adding to your defense is very small. For my shield toons, I never consider that bonus will ever apply, and I'm happier for it.
Thematically, this makes sense, I suppose, but really, how often do you find yourself shoulder to shoulder with a teammate? Not often, if you're on teams that work anything like the ones I play on... -
Elec melee is great on a scrapper and certainly fits w/tech origin.
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Yeah, there was an update a while back that broke the auto-update feature. You need to redownload and install and the auto update will work again.
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Well, no one has said it yet, so I'll go ahead and toss Elec in there. Yes, yes, yes, I hear you all now, but the OP said he wants the best "armor". If you have the unlimited Inf to really pimp it out, an elec armor toon can give you decent resists to everything except toxic (no Invul psi hole), and you can pretty easily slot it out to get some stupid high defense as well, it's just going to cost a fortune. -
mace/EA
He'll be STRONG and PRETTY! And he will gnok you so hihg. -
The latest rage in AE pl'ing. People were creating missions filled with Hami Mitos that didn't attack.
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No one puts BU on auto, after all.
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Then why do I constantly hear it going off in Wentworth's?
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My guess is you're actually hearing hasten fire in Went's, and not build up. At least, hasten is what I hear going off all the time when I'm in there... -
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Devices = no build up.
That is an enormous loss in sustained damage for a blaster. In the old days, before ED, devices made up for this by allowing blasters to 6 slot for damage with targeting drone. Because that is no longer a viable strategy, you sacrifice build up and get very little in return. Yes, devices has some neat powers like cloak and the mines, but overall I'd say it's lacking.
As in all things ever, YMMV.
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I wouldn't call it an "enormous" loss. Buildup was only good for 10 seconds out of, if you slotted it very well, 30 or 40 seconds. It boosted overall damage while it was active by what, 50%? In reality, if you used it every time it was up, your overall damage output would be increased by 10 to 15 percent. It's not a make-or-break power choice.
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Build up gives +100% damage for 10s every 90s.
If you take those numbers in a pre-ED build with permahasten, and 6-slot Build Up, you can get +100% damage for 10s about every 25s. +40% damage.
In a post-ED IO build, you need +125% recharge to get it up every 40s, which isn't hard if you're slotting for a few recharge bonuses. In that case, it's overall a 25% damage buff.
And if you're using it well, you're using your high-impact attacks when it goes off and using low-impact attacks while it recharges, so the numbers are probably slightly better than that anyways.
Even without hasten, and only using 2 slots, it's pretty close to 50s recharge. Which would be a 20% damage buff.
Build Up's better than you think it is.
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The catch though is that it's a 100% damage buff off of base damage. Since most people will have their damage already increased by close to 100% through slotting, the overall increase in damage is 50%, not 100%.
Example: An attack does 100 points of damage. Increase it by 100% through slotting, and the damage is now 200 points. Increase it by another 100% off of base, and you're adding another 100 points of damage, bringing it to 300 points. The increase from 200 to 300 is a 50% percent increase. If you can maintain that 1/4 of the time, that's a 12.5% increase in damage.
Significant, but not enormous.
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We appear to be quibbling over the semantics of "enormous."
At the end of the day, you get a hefty increase to burst damage, and if managed properly, as has been pointed out above, this increase is applied to your heavy hitters. No one puts BU on auto, after all.
A statistically significant (and frequent) increase to burst damage with no 'down time' involved over the course to your entire session adds up to something I am not willing to sacrifice for my blasters.
Again, to each his own. -
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Devices = no build up.
That is an enormous loss in sustained damage for a blaster. In the old days, before ED, devices made up for this by allowing blasters to 6 slot for damage with targeting drone. Because that is no longer a viable strategy, you sacrifice build up and get very little in return. Yes, devices has some neat powers like cloak and the mines, but overall I'd say it's lacking.
As in all things ever, YMMV. -
I had the good fortune of being one of those random 'fenders asked to do a Fast Katie by Airman last night. It was smooth like butter, I honestly don't think anyone's health bar even moved, and the whole shebang took about 30 minutes.
Thanks Airman! -
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IH as a toggle was nice though :P
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tl;dr
but I gather from the thread title you are pointing out the shortfalls of regen. It's about time, I say! My 50 regen is teh suq. I can barely play him.
Buff Regen!