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Posts
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Joined
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Dark having its own end boost and heal combined with Shields damage aura and aoe makes for a pretty potent combination. But yeah, not super cheap to soft cap defenses, then, what is?
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Should mention that I only really have experience with spines/fire and my list is largely just my take from glancing at the power lists in Mids.
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DA pros:
dmg aura
self heal
stun aura
cons:
end hog
no kb protection
lots of slotting devoted to typed defense
no dmg boost
Fire pros:
dmg aura
end boost
self heal
dmg boost
cons:
end hog
no kb protection
lots of slotting devoted to typed defense
Electric pros:
dmg aura
20% recharge
end boost
end discount/heal/regen
low end cost
cons:
lots of slotting devoted to typed defense
no dmg boost -
I'm gunna guess it's more of an aesthetic concern than a coding problem. I mean it's gotta be kind of difficult to swing a big two handed sword while also holding a shield.
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The only reasonable drop I can see to accommodate PP is to lose Quickness. It basically boils down to do you want more regen/recovery or more recharge?
Can possibly drop Hasten to go from an intermittent 70% recharge to a static 20% recharge. Eviscerate if you're not too worried about your AoE capabilities. But really I just keep going back to losing Quickness. -
Yeah I meant Swipe, not Strike.
I'm not a real fan of slotting typed defenses either, especially because when I get go with positional I'm also getting a few set handy bonuses along the way like global accuracy and recharge, on top of the fact that those sets are also level 50 (besides ToD) and have a bit of accuracy on their own because the defense bonus is the 6th slot. Alas, I was looking to try something that wasn't Shields or SR.
Around what amount of global accuracy/to hit would be needed to counter act the fact that I'm using a low level 4(5) piece set with only 1 accuracy boost to achieve high typed defenses? Should I be looking to grab Focused Accuracy to pump up my hit/acc numbers? Or am I grasping to make a sub-optimal setup shine like it's a main attraction.
I may be wrong here, feel free to point and laugh should it be the case, but I think I read that when an attack is made towards you, the highest defense you have is considdered when a hit or miss is decided, ie. if an attack has S/L component and Fire component, the higher defense of the two is used. So running around with 40% S/L but moderately low defense for most every other damage type should be passable because of that fact. Could possibly get my pwned when running into a mob or group of mobs that have a single elemental damage type, but otherwise be enough to see me through and at least give me option to drop off some other defenses to boost up global accuracy in a spot or two. -
Thinking it's time to dust off my claws scrapper give it its turn in the forefront. Obviously I have questions. This is planned to be my AV soloer/RWZ/kill whatever I want BA of a scrapper.
1. Is maxing out defense entirely necessary with the regen numbers of the set? I mean technically RttC is adding another 4.9% to that.
2. Was putting in strike over eviscerate to squeeze out that extra 3.75% s/l defense the better choice?
3. What amount of recharge is necessary to keep up the standard attack chain? and does the build have said amount of recharge. Also, where does information like that like to hang out, I've been meaning to read up on that stuff.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Willpower
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Pyre Mastery -
Aside from teleport, you can't toggle a movement increase power while in granite. IOs are indifferent to origin. The only thing that cares about your origin is a few temp powers and DO/SOs.
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The jumping pool is somewhat counter intuitive for stone because you can't use CJ when you're in granite. You can jump at all when you're in granite really. Obviously you can get Jump Kick, but you then you only have SJ purely as a means of getting from hither to thither. Most stone builds take teleport for this reason because they can use it to teleport to the next pull rather than run at 4.5 mph to it. But, to each his own.
If you're really set on jumping over teleport, you can slot a few IO sets with run speed bonuses (Performance Shifter 2 slot, Aegis 2 Slot, Gaussian 2 slot are a few examples), as well as taking sprint, and at least get your running speed back up to pre-sprint levels. -
Quote:View > Show Slot Placement Levels
annoying features I can't seem to disable (level numbers on each enhancement slot) -
Quote:Precisely. I suppose it could be used as a poor mans recovery booster that comes at the cost of taking most of that end away 2 minutes later.
...if you can survive the 4 minutes while it's down, you don't need it the other 2 minutes.
Quote:It doesn't have a crash that kills you. -
Quote:Does it take long to climb off your high horse and talk down to people? I'd certainly hate to think I troubled you.Any facts or even examples or (stretching) hypothetical situations to back up your trolling?
I'm sure there's a point lost in all that hate somewhere.
So, numbers. EA is a PURELY resistance based set. It takes EXTENSIVE IO slotting (even then breaking 45% on any specific is a stretch just because you're starting from 0) to even get it to stand up to the punishment most every other tank set but fire can stand up to because they all have at least some defense to build from. Having high resists (just short of 80% on a good day for EA is what I'm seeing) is great, but you're still getting hit 45% of the time and most tanks aren't just tanking one mob. Tanking 5 mobs (realistically 16) means you're getting hit at least once virtually every attack round, if not more than once, which means with no healing you're throwing in your cards early.
With standard SO slotting, which sets are "balanced around", an EA tank is simply going to be crushed in most every single pull without some major buffage.
PS. I hear hateraid goes good with vodka. -
Nay: Don't hardly ever use it on my tanker, wouldn't have call to use it on my scrapper either, especially since he shouldn't be taking damage in the first place.
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I'd say the set as a whole is skippable if you actually want to TANK anything.
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Quote:She may be on to something there. On the other hand, a lot of people aren't especially looking to learn how to make their builds, they want something made by someone else with the assurance that it's going to get the job done. Do not what you can have someone else do for you.
...i think it should be all the tips and tricks used to make those builds, not the builds themselves.
Quote:...picking a pre-made costume at character creation. Sure, it looks decent, it fits well, and you can tweak the colors, but it lacks anything special and it has no personnality. -
I'd really only recommend WP to someone that knows what they're doing. A WP tank that doesn't know what it's doing + melee damage that knows what it's doing = dead melee, then the mobs usually break away and go pound on the remaining remnants of your group. It seems more like a set aimed at scrappers than tankers to me.
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Quote:To be honest, in my triumphant return to the game after a little bit of a hiatus, I've never seen builds from him. I've certainly seen builds from the forum regulars that think quite a bit of themselves (some unwarranted), but mostly I just see builds with as many purple sets as the poster can fit into it like purples suddenly make the build not amateurish.
those without it will still defer to those made by luminaries such as Umbral. Not that I blame them; Umbral's clearly an intelligent guy with an extensive knowledge of the game.
On a side note, this is me only grinning at Werner rather than taunting him. -
Guy has a point.
On the other hand, someone can load up a build and look at the numbers being spit out by the build and tell it's going to be at least somewhat effective and still have no idea which sets are there and why they were chosen. One's lack of knowledge of sets and the bonuses attached does not make them unable to sort out a good build when they see one. -
Oh I dunno if we should base it by rep, mine took quite a beating last time I came to the Scrapper boards telling the Scrappers a group will get along just fine whether they're there or not. Nerd Rage HOOOOOO!!!!!!!
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You can squeeze out another 1% by slotting the Numina unique into Health over Intergration O.o
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On the issue of PP, it basically functions as a half a stamina, so I would look towards slotting a Performance Shifter +end into over 4 slotting Efficacy Adapter. +0.2(avg) end a second is going to be way more in the long run than the 0.02 you're gunna get out of 1 more EA in there.
More fixes: I noticed that I never toggled CJ on your 2nd build, so once again it was built for over 50% avoidance. You can essentially get out of 6 slotting the Multi Strikes in both Tremor and Shield Charge, slot for whatever you want there, and you can slot Perfect Zingers into Fault for more recharge and regeneration. You can get away from slotting Zephyrs entirely and slot Unbounded leap for more HPs.
That's about all the nitpicking I can come up with for now. -
On my Fire/SD scrapper I was basically pulling off a WP tank just by being around the mobs, even if I waited for the tank to get some AoE damage out there. After that didn't work I killed off using AAO, same deal. Once I established the tank didn't have the stones to hold off threat from me just because I was doing damage, I left. Granted, this tank wasn't even pretending to taunt and hardly had any sets going, so it is possible I got that fresh faced level 50 tank that thinks he can handle himself now because he's 50, but it's been my experience that WP tanks put out jack for threat regardless.
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You can free up 2 slots by 4 slotting tough and 2 slotting SJ (you didn't need the 5% aoe defense those gave and that knockback IO is incredibly expensive, you put that cash into a kismet hit chance for Phalanx Fighting).
You broke the rule of 5 with one of the +1.13% hp buffs, so if you want you can eek out more recharge and damage by 5 slotting Red Fortunes into Battle Agility with one of your new bonus slots. You lose 9% accuracy, but gain 2% damage and 5% recharge, your call. -
Well, in standard PvE, you dont need that extra KB protection you have slotted in CJ. I can only assume it's for PvE, because otherwise you'd be WAY short on KB protection.
You haven't edited Phalanx Fighting to scale from 0, so you built according to it providing that extra 3.77% defense of having 1 person in range. Not a big deal since you also had CJ turned off so you were short that 2.5% defense. It still leaves you short on melee defense though. -
I take PF regardless of whether someones going to be in melee with me or not because, let's face it, a flat 5% auto defense increase to all positions is too good to pass up. The fact that it scales when someone does happen to be in range is just icing on the cake for me.