Mr_Grumpums

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  1. Seconded. Chain Induction is loads of fun, even though my Elec/Shield doesn't get to use it much after he's done with Lightning Rod and Shield Bash.
  2. I love my human form on my Tri-form Warshade, but it's probably the hardest o the three forms to figure out. I slotted my Nova up for ranged damage, I slotted my Warshade for duking it out in melee, and I made my human form so that it could Support, Stealth, Stun, Survive, and SLAM!

    Support - Sunless Mire and Eclipse boost damage and Resistance for all forms, Stygian Circle is a great recovery power, and Dark Extraction gives you pets that help you fight in all forms.

    Stealth - Super Speed and Shadow Cloak will let you go almost everywhere, only fearing Drones or other enemies with very high Perception. This will let you go straight through to the important part of a mission, and then teleport your entire team to your location.

    Stun - Gravitic Emanation and Inky Aspect let you herd enemies into a corner and stun everything other than a boss. Useful both on teams and solo, since you can immediately hop back into Nova form and gleefully blast them to shreds while stunned.

    Survive - Nebulous Form will let you get out of just about ANY jam as long as you have the foresight to predict a team wipe. When I see two mobs run towards my 3 person team that is already engaging another two, and the scrapper drops, I fire off Nebulous Form and Super Speed and escape to safety, teleporting my team mates to where they can rez. Also, using Nebulous Form makes it easy to use Sunless Mire and Eclipse without relying on a tanker.

    SLAM! - Using your TP foe power, it's easy to pull an enemy to your location and use Gravity Well just as they appear, leaving the enemy at your mercy. After it's dead, you have a valuable and versatile tool: Its body. Pulling enemies near the body and then using Unchain Essence on it is a great way to open up on a mob. Human form can incapacitate enemies and then deal nice burst damage, provided you choose the right attacking powers.

    That's how mine runs, anyway.
  3. Quote:
    Originally Posted by Steve_Collins View Post
    what set would be noob friendly? thank you for any help
    I'd make a Bots/Dark or Thugs/Dark. They're pretty user friendly.
  4. If you like your snipe, then go for it. I find that using it solo is much easier than on teams, where timing is thrown way off by other people. However, teaming is a big part of this game.

    I do have it on my current Non'IO'd alternate build for my Kinetics/Archery Defender. Using Stunning Shot on a Lieutenant makes following up with a snipe sadistic fun.
  5. Quote:
    Originally Posted by devil dingo View Post
    I am also considering an elec/shield brute. Would this be a better option??
    What primary goes well with /shields??
    Thanx.
    I like my Elec/Shield Teleboomer. The big trick I've found is to get into melee before setting off Shield Bash or Lightning Rod, so that you can take full advantage of Against All Odds with those high power AoEs. Thunder Strike and Chain Induction are pretty good follow-up attacks. I grabbed Ball Lightning for more AoE madness. It's a bit of an endurance hog, though not as bad as a SS/SD or SM/SD would be. I don't have a whole lot of IO bonuses in him, but I make up for it by having a Static 6-man /Shield Brute team. We use Grant Cover and Phalanx fighting along with rolling Lightning Rod/Shield Bash tactics to wreck missions.

    From what I've seen, Axe/Shield is good for Brutes who want to have a weapon and shield. War Mace takes up enough endurance to make using it with Shield troublesome.

    Fire/Shield is popular with Scrappers on Virtue. They use Shield Bash with Fire AoEs like Cremate and Fire Sword Circle.

    Dark Melee/Shield Brutes plug the holes in either set. Shield Bash gives Dark Melee some solid AoE damage, and Dark Melee gives a heal as well as an endurance recovery power. Also, Soul Drain is another damage boost with an extended duration.
  6. I've not had any real survival problems on my Claws/Elec brute so far. It shrugs off hits from most damage types, and I've added Mu Lightning and Static Discharge to Focus and Shockwave, giving it plenty of ranged power when you take its high recharge into account. If an enemy is a pain for my brute to fight, I pop it a few times with ranged attacks and move in for the kill once it's knocked down and injured.

    This mixed offense and defense strategy may not be optimal, but it's fun and effective.
  7. Hi there. Being on a Mac, Suckerpunch Online is the only build planner I can use, since it's browser based. However it doesn't give me all the info Mids does on enhancement bonuses.

    I have a build more or less in my head, and I require Mids to be able to see if it's viable.

    On a Dual Blades/Willpower Scrapper, I want to:

    -Primary: Take everything minus Nimble Slash and Confront. Weaken is the only combo I'm willing to lose.

    -Secondary: Take everything minus Resurgence and Strength of Will, though I'll miss SoW.

    -Fitness: Take Hurdle, Health, and Stamina.

    -Speed: Take Hasten and Super Speed.

    -Fighting - Take Kick, Tough, and Weave.

    - Body Mastery: Take Conserve Energy and Physical Perfection.

    The problem is that I need to know how and where to place my slots and IOs. How they line up will also affect where I place the powers. I was looking to make a budget IO build (skimping on purple sets and ridiculously overpriced recipes) with bonuses to Recovery, Accuracy, Regeneration, Defense, and Damage, in that order.

    My character isn't BAD, per se, but it could be a whole lot better. I'd make the build myself, but Suckerpunch is really only good for looking at power placement. I'll be a very happy person when Mids finishes rebuilding his program for Mac use. Considering how big a project it is, I'm grateful he's making the effort.

    I'd REALLY appreciate feedback on my choice of powers and a proposed build or two. Thank you very much in advance!
  8. I use it with my Sonic Brute. It's a good way to one shot an annoying minion or One-Two a lieutenant.
  9. DM/Shield will have a high average DPS due to Against All Odds, and DM's -ToHit debuffs will make soloing AVs easier due to the defense from Shield. It also gives you Shield Bash, a bit of AoE and KB to make your life easier against big mobs. taking the Soul Mastery Patron Poll will give you access to Gloom and Darkest Night. Gloom can become another ST attack in melee, and Darkest Night will work with your Shield Defense to make you nearly invincible. Duoing with another/Shield when you both have Grant Cover is a great way to run through mission after mission without being touched.

    DM/SR will hit the defense cap much easier than DM/Shield, and Quickness gives you free recharge reduction. DM's ToHit debuffs will make leveling as a /SR much easier during the suck levels when you haven't gotten enough of SR's powers to protect yourself. Good easy to play combo, but I would personally find it kind of vanilla.

    DM/WP will give you all kinds of regeneration and recovery, as well as solid defenses and resistances. Willpower goes well with everything, and I hear it really does well with DM.

    DM/Energy will never run out of endurance, but most people hate Energy. It won't be as good as a DM/SR, I guess.

    DM/Stone is a surprisingly good match, as long as you grab Taunt to keep enemies near you. Stone moves slowly, and Granite armor makes your powers recharge slower, so having a primary with fast recharging attacks will help you.

    DM/DA is an old scrapper favorite of mine. /DA will give you resistance to everything, extra -ToHit, Oppressive Gloom, and Cloak of Fear, as well as Dark Regeneration. Its biggest problems is the high endurance cost and relatively low resistance compared to Invulnerability.

    The best bets for soloing AVs would be DM/WP, DM/SR, or DM/Shield.
  10. The biggest difference is that you'll have Taunt and be able to more easily softcap your defense at the cost of losing attack power.
  11. [ QUOTE ]
    [ QUOTE ]
    The suicide bomber power in Traps is especially thematically inappropriate for Heroes.

    [/ QUOTE ]

    That depends on how fanatic they are for the cause, or how important it is. Sacrificing yourself to stop the evil whatever isn't all that unusual in fiction. If the RP aspects bother you, just tell yourself they are willingly sacrificing themselves, while an evil mastermind sets the bomb off too fast for them to escape just to get his jollies.

    [/ QUOTE ]

    So you're going to cry out, "HENCHMEN #3! DON'T DO IT!" every time you use Detonation?

    Because ORDERING one of your fanatic henchmen to become a suicide bomber isn't really considered heroic these days, and some people will get seriously offended.
  12. [ QUOTE ]
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    Always assumed Lethal was less resisted. Probably because BS is Lethal and seems pretty strong.

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    In my experience, lethal and smashing are comparable in resists right up until you encounter a rikti drone, council mekman, or other robot... then smashing gets a damage bonus and lethal gets a penalty.

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    And I'm not sure what Smashing is weak against, but it's not robots, and you'll be fighting a lot of robots.

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    I thought that the council bots were strong against Lethal, and that Drones only had defense.

    As for Broadsword, it's powerful because its attacks have massive damage and a correspondingly high endurance cost, not because of its damage type. However, its AoE isn't much to brag about compared to Dual Blades.


  13. [ QUOTE ]

    SM: Superb ST damage, Superb AoE mitigation, Decent AoE damage. horrid endurance constumption.
    WM: Good ST damage, Decent AoE mitigation, Superb AoE damage, average-above average endurance consumption.

    [/ QUOTE ]

    SM - Mostly KB with some Stun, rock hammer, has a ranged attack, longer animations.
    WM - Mostly Stun with some KB, different customizable maces, no ranged attack, more steady DPS.
  14. Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Level 50 Magic Defender
    Primary Power Set: Dark Miasma
    Secondary Power Set: Ice Blast
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Twilight Grasp -- (A)(3)(7)(9)(11)
    Level 1: Ice Bolt -- (A)(5)(11)(46)
    Level 2: Tar Patch -- (A)(3)(7)
    Level 4: Ice Blast -- (A)(5)(9)(43)(46)(48)
    Level 6: Howling Twilight -- (A)
    Level 8: Hurdle -- (A)
    Level 10: Combat Jumping -- (A)
    Level 12: Fearsome Stare -- (A)(13)(13)(15)(15)
    Level 14: Super Jump -- (A)
    Level 16: Health -- (A)(17)(17)
    Level 18: Darkest Night -- (A)(19)(19)(42)(43)(43)
    Level 20: Stamina -- (A)(21)(21)(40)
    Level 22: Shadow Fall -- (A)(23)(23)(25)
    Level 24: Aim -- (A)(25)
    Level 26: Petrifying Gaze -- (A)(27)(27)(34)(40)
    Level 28: Bitter Ice Blast -- (A)(29)(29)(37)(37)(46)
    Level 30: Freeze Ray -- (A)(31)(31)(31)
    Level 32: Dark Servant -- (A)(33)(33)(33)(34)(34)
    Level 35: Ice Storm -- (A)(36)(36)(36)(37)(50)
    Level 38: Blizzard -- (A)(39)(39)(39)(40)
    Level 41: Power Build Up -- (A)(42)(42)
    Level 44: Temp Invulnerability -- (A)(45)(45)(45)
    Level 47: Conserve Power -- (A)(48)(48)
    Level 49: Hasten -- (A)(50)(50)
    ------------
    Level 1: Brawl -- (A)
    Level 1: Sprint -- (A)
    Level 2: Rest -- (A)
    Level 1: Vigilance
  15. [ QUOTE ]
    For what it's worth, while I can't speak for it usefulness, what I can suggest, nay, recommend, is that you bind the power to your ~ key, next to the 1. I found binding Hoarfrost to that made it infinitely more likely that I'd use it.

    [/ QUOTE ]

    Meh. I use the mouse to click powers and leave up 4 power trays. I put my utility/accolade/OH SH%$ powers on the 4th tray by themselves so I don't need to look for them when I need them.
  16. I'd say that a Necromancy MM would likely NOT be Heroic.

    I would say that a /Traps Mastermind with Detonation and a non-robot primary would likely be seen as NOT heroic.

    ...That's about all I can think of, really.
  17. Your build would work just fine, but I would personally choose Soul Mastery for your patron and grab Gloom and Darkest Night. With all that /WP recovery, Darkest Night is a good way to keep Stun resistant enemies from connecting as often, and it bolsters Willpower's relatively low defense to Fire, Cold, Energy, Negative Energy, and Toxic.
  18. I have a Grav/Storm, and I usually use Gale and Lift to keep enemies occupied while I slap down my holds, stuns, and immobs. I do have Hasten, and I love it.

    They way I see it, Gravity needs a little bit of control or debuffage from its secondary to hold its own compared to other controllers. Kinetics is a good set, but it works best with more "standard" controller sets like Fire, Ice, and Mind whose powers can stand alone more easily. I'd suggest Radiation, Storm, or Trick Arrow to pair up with Gravity.
  19. Mr_Grumpums

    Fire/Dark APP

    Soul Mastery gives Power Build up and Soul Drain. I worry about using Soul Drain as a Corrupter, but Power Build up is a great power. Not my thing, but I see nothing wrong with it at all.

    Mu Mastery gives Conserve Power, Power Sink, and Summon Adept (arguable the best Patron pet). I use this with my Fire/Kin Corrupter because Transference only misses at the absolute worst times, and I use so much endurance while blasting and buffing that it pays to have some extra recovery to stave off crashing.

    Mace Mastery gives Scorpion Shield and Web envelope. The defense from Scorpion Shield will stack with your lovely -ToHit debuffs and make you harder to hit, and Web Envelope might be used with Darkest Night and Scorpion Shield to render enemies immobile and unable to hit you, or as another way of forcing enemies to stay in Tar Patch after you set off Rain of Fire and/or Fireball.
  20. For an endurance heavy Dominator, it's a great power to use when in Dire Straights when Domination is down.

    I tend to rush ahead like a brute without resting and go through my endurance quickly, so I like all powers that make me more durable and keep up my recovery. I use this power all the time with my Sonic/Mental Blaster in conjunction with Drain Psyche, and with my Plant/Thorn Dom.
  21. If you're back from a REALLY long retirement and haven't looked at Invention Enhancements (IOs), then you probably should. They let you customize your character's powers a bit, and significantly improve their abilities.
  22. Mr_Grumpums

    All scrapper STF

    [ QUOTE ]
    I have seen several you tube vids and know about several different themed STF runs. I've seen vids of an all tank run and all defender run. And I know that an all earth troller run was done on my server and I've heard talks of an all blaster run. I've haven't heard anything about an all scrapper run. Has anyone ever been on one or know of one being completed?

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    Try it out with 8 DM/Shield Scrappers. If all of then run with Grant Cover with 2 Defense IOs and an endurance IO, that's about 13% defense x 7 other players. That's 91% defense ADDED to the defense toggles of each player. On the build I mocked up, that would make roughly 125% defense to melee, ranged, and AoE attacks. Take into account DM's ToHit debuffs, self heal, and recovery power, along with Against All Odds and Soul Drain, and you've got a ridiculously overpowered STF team.
  23. [ QUOTE ]
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    Willpower, however, is very boring to me since it means zero interaction. Then again, to each his own.

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    Why does that matter? In my opinion, not having to click anything on WP (other than SoW) is a great thing.

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    I make up for it by taking a primary (or secondary, if I'm on a tanker) that demands attention, like Dual Blades.
  24. Shield/DM! It has no holes, a self-heal, a tohit check recovery power, and plenty of ST damage. Just remember to grab Taunt early to hold aggro and you'll be set.
  25. Elec/WP. It's got a respectable protection combination of Defense, Resistance, high Regeneration, and high Recovery. It has no weaknesses, and proper IO slotting can make it downright fearsome.

    Elec/Elec doesn't have enough Regen, and Elec/Invuln is endurance heavy and has no protection vs. psychic.