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Posts
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This is my "Throw money at it" build.
It's far beyond the realm of affordable, but you can easily swap out the purple sets with things like Crushing Impact and Positron's Blast. Less recharge but you might save 6 or 7 billion inf :P
The interesting thing about Shield Defense is I end up with TOO MUCH defense. So this build is very flexable, but if I wanted to redo my F/S scrapper today, this is what I would do.
Enjoy!
Hero Plan by Mids' Hero Designer 1.96
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Scorch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(33)
Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(3), LkGmblr-Rchg+(3), GA-3defTpProc(7)
Level 2: Cremate -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(15), Hectmb-Acc/Rchg(17), Hectmb-Dmg/EndRdx(17), Hectmb-Dam%(27), T'Death-Dam%(40)
Level 4: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(5), LkGmblr-Rchg+(5)
Level 6: True Grit -- Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-Heal/Rchg(40), TtmC'tng-ResDam(43), TtmC'tng-ResDam/Rchg(46), TtmC'tng-ResDam/EndRdx/Rchg(50)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-Build%(9), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(11), GSFC-Rchg/EndRdx(13), GSFC-ToHit/EndRdx(13)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Boxing -- Empty(A)
Level 16: Against All Odds -- EndRdx-I(A)
Level 18: Fire Sword Circle -- Armgdn-Dmg/Rchg(A), Armgdn-Dam%(19), Armgdn-Acc/Dmg/Rchg(19), Armgdn-Acc/Rchg(21), Armgdn-Dmg/EndRdx(21), Erad-%Dam(23)
Level 20: Phalanx Fighting -- SW-ResDam/Re TP(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(23), Aegis-EndRdx/Rchg(27), Aegis-ResDam(29)
Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-Rchg+(25)
Level 26: Incinerate -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(29), SScrappersS-Acc/Dmg/Rchg(34), SScrappersS-Dmg/EndRdx/Rchg(34), SScrappersS-Acc/Dmg/EndRdx/Rchg(34), SScrappersS-Rchg/+Crit(37)
Level 28: Grant Cover -- LkGmblr-Rchg+(A)
Level 30: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(31), LkGmblr-Rchg+(31)
Level 32: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(39), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(40), T'Death-Dam%(43)
Level 35: Shield Charge -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-%Dam(37)
Level 38: Assault -- EndRdx-I(A)
Level 41: Mu Bolts -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43), GJ-Dam%(50)
Level 44: Ball Lightning -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46), Posi-Dam%(46)
Level 47: Electric Shackles -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-Rchg/Hold(48), BasGaze-EndRdx/Rchg/Hold(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 50: Agility Core Paragon
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(9)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(7)
Level 50: Reactive Radial Flawless Interface
Level 50: Assault Core Embodiment
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
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EA is a great partner for STJ on my Stalker.
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I'm hoping it gets proliferated to Brutes. If for any reason than to knock SS off the AoE throne :P
(Or did Titan already do that?) -
Quote:If this were a new game then yeah you're absolutely right about bringing a lot of this stuff in line. In fact, it happened several times over the first couple of years:I had no idea, was oblivious to that at the time. Probably wasn't subscribed. I find it completely believeable that there was an argument over it.
More evidence that the devs are bad, I guess. The idea that you'd write off a game system change because it's been set in stone for years is one of the core issues afflicting the dev community.
Fear of nerfing to bring your game into balance because of player response? Says a lot about the dev community.
GDN
ED
Regen Nerfs
Aggro caps
Non-perma T9s
All of this stuff happened between i1 and i6 I believe (I started playing during i4). And there have been several nerfs along the way. For them to do something similar to that now would absolutely wreck their playerbase. People who spend dozens upon dozens of hours building their characters would get pissed and leave (using myself as an example). You keep insisting that their unwillingness to do this makes them "bad devs" but I suggest that they are GOOD devs for not shooting themselves in the foot and driving away a big chunk of their dedicated playerbase.
There comes a time in an MMOs life where things tend to settle in. I agree that the IO system can make certain AT/Build combos ridiculously powerful, but it can't change at this point. The long-timers such as myself have gotten comfortable with the way things are. I'd wager that the long-timers are the ones buttering PS's bread by now.
Like I said before, I think the "fix" is simply expanding our options although changing def sets to res sets is not the answer. They really dug themselves a nice hole when they decided to greatly favor +def as a set bonus. -
Despite the fact that I agree with you on a philosophical and logical level, it's really too late in the game at this point to institute another GDN style nerf.
That would seriously alienate all but the most hardcore sycophantic players. I for one would leave the game for sure.
At this point I think IOs have reached an almost cottage rule level of sanctity to the devs. They will fix issues here and there, exploits and such, but something like halving the effectiveness of def bonuses is certainly off the table.
I'd rather see more options, such as more + res bonuses, to reduce the perception that soft-cap defenses are the holy grail of the IO system. -
Quote:That's not a bad idea. I forgot you could "buy" sets for free on Beta. I'll at least give it a shot.You should try it on BETA man. The "stacks" are nothing more than a self driven build up that is "NOT" like DB where you have to pick a certain power. It basically adds build up power to a large number of your powers that you use normally. IDK, I would "seriously" consider at least trying it because based on B, I don't think you quite understand how it works.
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I once set out on a quest to develop the most survivable toon I could think of. I came up with a DM/Invul (pick your at). Soft-cap defenses, very high res, one very fast heal, capped HP, good damage, and unlimited endurance. God mode when you want it. Great slotting options too.
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How about a solution that addresses Voltaic Sentinel and the whole -end/-rec problem in one shot?
When VS is active all of your powers have their endurance drain properties boosted and gain a minor, stackable (to some limit) -recovery debuff that applies with every new attack. So, just making up a number here, once you hit a boss with 5 attacks he has his recovery completely shut down, and as long as you can continue to chain attacks against him, the -rec will be maintained.
This property cancels on miss, so as soon as you miss, the stacks reset and you have to build it up again. Devs love stacks these days. STACKS!
Alternate solution:
Change Aim into EM boost. Maintains the regular Aim buffs but also turns it into a mini-Power Boost that only effects -end and adds a -rec debuff to all powers whose strength is relative to the amount of damage your power is dealing (exactly the same way Fiery Embrace works with adding extra damage relative to your base damage+buffs). -
Agree with the above poster on reducing the recharge of the AoE holds.
Mercenaries:
- Spec Ops: Improve ST damage. Give them a stealth strike capability when they attack from Stealth. Greatly reduce the recharge of their AoE controls and add Glue Grenade to their arsenal.
- Third Upgrade bestows Ignite (with aforementioned radius buff) to T1 Soldiers. Reduce/Remove KB from all of their powers.
- Commando: Third upgrade bestows the power "Leadership" a Damage, To-hit and defense buff for all other mercenaries.
- Serum: Large Damage, Damage Resistance, Regen and Recovery buff, also boosts the effects of healing powers cast on user. Applies level shift. Reduce recharge to 90 seconds. Applies a condition that prevents you from re-casting it on the same Henchmen for 180 seconds after it wears off.
- Medic: Increase the range of all of his powers to be greater than the Soldiers, give him the ability to cast a reduced version of fortitude which recharges fast enough to be maintained on all other henchmen.
Oh and here's the truly impossible request: Adjust power recharge times across the board for -all- ranged henchmen so they always have another ranged power ready to fire regardless of what upgrades they are using. I find that they are more likely to run into melee when they have nothing else ready to shoot. They often run right up to an enemies face, then by the time they get there they have a ranged power to use, so they cast it from point blank range (you can see how a cone heavy set like mercenaries would find this highly unfavorable). -
Assault Rifle:
- Normalize the cone depth and range for FA and FT.
- Increase Full Auto target cap to 16 (when the nuke changes go into effect FA is going to be markedly worse than every other nuke)
-Reduce KB from Buckshot to KD. With the OF proc being able to improve M30, turning BS to KD can truly streamline ARs AoE chain. I might even suggest adding a small amount of -res to Buckshot. Thematically, the power knocks enemies off their feet and shatters their armor.
-Frontload 75% of FT damage.
-Increase radius of Ignite patch from 4ft to 8ft. Ignite still isn't going to be a great power, but giving the power a larger radius will better reward players who are willing to jump though the hoops necessary to set it up.
Regen: - Turn IH into a toggle, add a taunt aura to it.
Elec: Turn Voltaic Sentinel into a toggle, VS targets through player.
Devices/Traps:
Web Grenade - 4ft AoE
Trip Mine - 5 ft range summon, un-interruptable.
Time Bomb - Long Range summon - player controlled detonation - un-interruptable - Basically turn this power into an Omega Maneuver clone with the option to detonate early.
Smoke Grenade - change to Flashbang - same to-hit and perception debuff with 50% chance for mag 2 stun. Still no aggro.
Gun Drone - No need to resummon. -
Hey no prob. No question is a noob question! (especially if you are, in fact, a newbie)
It should be able to handle +4s. If you're doing this in AE, just find an S/L farm and you'll be ok. If not, I think the Battle Maiden mission is still one of the more popular choices. Of course, you can farm pretty much anything considering a small purple will soft-cap you to E/NE and Ranged damage (on top of S/L) and 2 small purples gets you there for every damage type.
The regular version of the controller AT set should be fine. You'll have a bit less recharge and ranged defense but it won't really amount to much. -
Hi there Jaro. You seem to be wasting a lot of slots there in for set bonuses that aren't really worth going for. You seem to be chasing AoE/Ranged defense at the expense of recharge/damage. Things like 5 slotting the glad set gets you almost no benefit. Same thing with 4 slots in siphon speed.
Keep in mind if you're solo farming x8 spawns you will have inspirations raining on you at all times. You're likely to be at or near the to-hit, resistance, and defense soft-cap pretty much all the time.
I've put together a build for you that closely follows what you are going after. It gets better recharge and damage on all of the key powers and it's way over the soft-cap for S/L and 1 small purple away from E/NE/R soft-cap. It also doesn't rely on Siphon Speed for hitting perma-hasten. In fact, I don't even have SS toggled on on my Mid's and it's got 175% recharge bonus. If you want to move slots around, you should take them out of Boxing first and foremost, since you don't really need the S/L defense I have slotted in there as long as you have Agility Core.
Earth's Embrace is better than Seismic Smash. It puts you at the HP cap, which goes a long way to keeping you alive against foes that do manage to hit you. Overall I feel this build is better for farming and regular content across the board:
Hero Plan by Mids' Hero Designer 1.959
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- BasGaze-EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(3), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(7)
Level 1: Transfusion -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(7), Dct'dW-Rchg(17), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(23)
Level 2: Fire Cages -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(25), EndRdx-I(46)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(5), RechRdx-I(5)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Hot Feet -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(9), Erad-Dmg(9), C'ngBlow-Dmg/EndRdx(46), C'ngBlow-Dmg/Rchg(46), C'ngBlow-Acc/Dmg(50)
Level 10: Siphon Speed -- Acc-I(A)
Level 12: Flashfire -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(13), SWotController-EndRdx/Rchg(13), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(27), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(27), SWotController-Rchg/Dmg%(40)
Level 14: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(15), LkGmblr-Rchg+(15)
Level 16: Tactics -- EndRdx-I(A)
Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(21)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 24: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(25)
Level 26: Bonfire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(45), OvForce-Dam/KB(50)
Level 28: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(29), LkGmblr-Rchg+(29)
Level 30: Inertial Reduction -- Empty(A)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(37)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dam%(42), Posi-Acc/Dmg/EndRdx(43), RechRdx-I(43)
Level 44: Rock Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Rchg+(45)
Level 47: Earth's Embrace -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(48), Panac-Heal/Rchg(48), Panac-Heal/EndRedux/Rchg(48), Panac-Heal(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(31)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(31)
Level 50: Agility Core Paragon
Level 50: Reactive Radial Flawless Interface
Level 50: Assault Total Radial Graft
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
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I played an AR/Traps corr up to the mid forties but fizzled out on him. Traps works well in melee range and AR... doesn't.
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The mecha set is very much worth the tokens. One of the best sets they put out so far.
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Quote:1. Rad was a controller trapper was a defenderNo issues with viewing the video for me.
That said, I have a couple of questions, and a few comments.
Questions:
1) What are the ATs tested with? Both Defs I assume?
2) What is the back-piece you've got on?
2. Mecha wings -
Hmm that sucks about the copyright issue blocking it in your country. Anyone else having problems with it?
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This change is going to turn my Elec/Psy into a little monster.
Zapp has an activation of 4.33 seconds. Assuming the changes go in as-is, as long as I'm running BU or Aim, I get a 1.33 activating, very powerful ST attack. If all of the complaining makes an impact and the devs make the insta-snipe ability more accessible, even better.
I might not take Zapp, but even then, being able to use Thunderous Blast all the more often means I get to have BL, SC, TB, Psy Scream, and a judgement power all usable in PBAoE range with Drain Psyche and WoC running. That's a fairly decent and purely "exotic" AoE chain. I might even go for Bonfire with the KB conversion proc for the added damage and control aspects.
As said above, this build also has access to Aim and BU.
I think Synapse also mentioned (but in no way confirmed or promised) the idea of making VS more useful. I may be mixing that up though. -
Ah yes you're right. Misread the wiki page. The useless power gets a useless buff and the power that would actually benefit players the most gets a useless buff. Wonderful.
I hate the interrupt mechanic in literally every single occurrence of it in this game and feel like it should be totally eliminated, redacted and forgotten.
But that's just me. -
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So it looks like if you have all Field Medic, Aid Self and Aid Other then Aid Self will become uninteruptable even when field medic is -not- activated? That's pretty awesome.
The ability to choose higher tier powers in pools now with less pre-reqs is also pretty game changing.
Victory Rush sounds pretty awesome. Wonder what the stats will be.
Overall this seems really cool.
Still, I'd also kill to get a taunt aura out of the presence pool. I don't care if it costs a ton of end. I'd take that on every Scrapper I have. -
OK folks. As promised, I have provided a comparison video documenting this behavoir and comparing against one of/the best debuffer in the game, Rad Emission.
Read the video description for the full explanation, Skip to the end if you just want to see the results. As of this posting, the video has just been uploaded. You have to wait a bit for the full resolution versions to be processed by youtube. Right now it goes as high as 360p, but a 1080 version should eventually become available.
http://www.youtube.com/watch?v=IYm5m...ature=youtu.be -
Can't watch the video right now. Can someone post the bullet points?
Power Customizable pools
Some kind of buff to Aid Self that gives recovery?
A power added to medicine that gives you a boost to the healing effects? -
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I probably won't play water blast because:
A.) I don't want to pay for it, and I spend all my monthly points on super packs
B.) I dislike the entire mechanic of building "stacks" and am annoyed at the dev's apparent desire to build powersets around it.