New Dawn

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  1. When I see caltrops once I tend to see more soon piled in the same spot but mine fly but anyway..

    All AVs differ, all team make ups differ, team maps differ. Easily tanking an AV means nothing really. I know this build is high on accuracy so that your attacks are very likely to land and so the damage is going to ordinarily stack with the taunt aura and perhaps you would be very successful in keeping aggro off others but unless they are all ranged and the opposite side, fail at keeping aoes off of them.

    I put team output above my own personal output and I don't see the need to find someone who can heal/buff people around me because of my preselected limitations.

    I realize that this guide is heavily leant towards ones own DPS than anything else which is fine as it is the main thing that Scrappers can bring and are expected to bring with them. You could solo an AV, but others standing around waiting for their own safety wouldn't do.

    But scrappers can do more than that, when dealing with AVs you could be a lone scrapper in a team of blappers PL'd in AE and still no one has to drop dead.

    I put Calling of the Wolf as a power which means that used well, slotted right, what's needed in a team versus even the really hard AVs (I mean compare Tyrant to Lord Recluse they differ)but anyway really isn't so set like some 1000 year old law.

    You said little or nothing about CotW. I just thought I'd come here and say somethings for it instead. That is all. A guide that's for anyone who wants to be like you is fair enough but I thought this guide was going to be about Katana/Invulns. It would be nice to see it with as much guidance toward any potential rather than ones own is all and with as much info on any power as you could give anyother.
  2. You do know you've replied to a post that's 1,5 years old.

    Damn that's some thread necromancy.
  3. New Dawn

    Issue 16

    Well I've only ever really, really, wanted to change the speed pools colour effects but who knows I might have a use beyond that.
  4. You do have people who play both Defiant and Union but most would in organizing it worry about getting the staff so to speak. Half the people that seem to show up are alright but ill prepared. The idea of nukes and shivs is just so you don't take too long and have people say "right that's it for me its bedtime".
  5. Just as an update I was prodding you to working out a basic IO set build. I can't do you a mass overhaul build from that as I can't get an idea on how you play it or intent.

    Dark/Dark is a bit of a gold dust set as you can be about different things to different extents and play it unlike another.
  6. You can taunt control upto 2 AVs at a time, I say upto 2 cos 3 is pushing for disaster and 1 depending on type is sometimes hard enough but not necessarily in terms of survivability, just taunt control.

    It is essentially about redirection and displacement, to reduce the amount of damage the team gets. You can be in melee versus an AV in one of the not so best of team make ups. The team takes a hit and another one like it can mean team wipe. So you pull back just like you might if you were the debuff anchor (except to break it you might want to shoot back 80ft+) but you pull back and stay back until the team is recovered, being back and taunt controlling means the rest of the team doesn't have to pull back so this although maybe lowering your dps, its without lowering the DPS of everyone else by them being dead.

    I must say though, that if you're keen on one intention its very difficult to fully succeed in another. I have changed ya build and came to a conclusion of keeping Parry and still get CotW its very difficult not to potentially overly weaken ya build from its main intent.

    I would of reordered a bit for the slotting of CotW and replaced REl with CotW, then make the res debuff back with a winters 20% in cj. In order to slot CotW adequately I would have gone less +hp but whilst dull pain is up you would be over the cap anyway, less average dam per sec but its hardly noticeable, less res and def in the fire and cold dept but they often come with lethal anyway and if ya avoid lethal ya avoid them. Possibly utilize kick as an attack with a chance for +recharge for perma DP but easily in terms of DPA it won't be as good but perhaps that'll be all really.
  7. New Dawn

    Would you?

    The worlds messed up with people using the excuse "Anyone would of done the same".
  8. In writing a guide for other people ones own experiences of what one finds good enough for a team in general may not always be enough. I can think of a very good reason to have both Calling of the Wolf and Parry really but ultimately if that reason arose I could still adopt an alternative measure.

    When a team is without a tanker..and why shouldn't it be? Scrappers can be buffed to psuedo or do as ones. Its no different to controllers concentrating on say their buff side when no amount of mag they will do will mitigate enough damage for the team.

    If I wrote a guide it won't be "I didn't need it, you won't need it". I'll look to find uses for it. It only cos of the lack of insightful info on calling of the wolf I write. I done the most bleep with it that I liked and ya know how it is, if you like somit then someone else out there is bound to too.
  9. Calling of the Wolf: Its very hard to predict what peoples teams are going to be like, and how in what way can scrappers can help improve survivability. By taunting from a far you could be keeping damage off of the rest of the team. Battle Maiden could be using her cross bow on you instead of slice followed by whirling sword on other members of the team. What if say Anti matter debuffs you with 3 debuffs, you sit there with parry and have the debuffs affect everyone else?

    Parry is the power people could be IO setting to get rid off imo for a power like confront.

    In simple missions it is pretty much about making that save. Rather than have to travel to the offending enemy beating on a mate, you just taunt and the offending enemy is sorted. You can be slowed. You can be a number of things. I personally like fitting the power in and still having a good toon.
  10. Well I must like my Katalina Claws/SR cos with her being the most irresponsible AT she is my most fun toon really, and the fact she was first on my list for a complete IO set build must say somit too.

    Currently I can expect her to tank upto 2 AVs till the cows come home unaided competently as long as no other tank is in team and if that sounds better than some tanks then I just have to say I expect any type of Tank to do atleast 5 at their peak. So no, no scrapper can poss outgun a tank at their job.
  11. New Dawn

    Kerensky

    Yeah he's there. I got some 8 chars there since he moved there but only play now and then.
  12. Paragonwiki doesnt even state she has mental blast so how does one know what to type? Cos I already do. I think the more information people get from this the more they can do with the game. Passive defense isn't the be all and end all.
  13. I couldn't give a monkeys really as sometimes I know more about the details than the details actually state with anything important. I tend to do things the hard way in finding out that stuff. Paragonwiki is missing information on things like: Mother Mayhem has a Mental Blast with 310ft of range. For me its old news.
  14. Compartmentalize Stress - Goes home and forgets about all the flack over the decisions that other people like the Producer makes.
  15. It works like a TF so you may have to quit the whole thing.
  16. I'll look at it, but when your 39 the first thing is to worry about tanking till 50 and then using that experience to guide you at 50 inclusive off how you're going to IO set the thing out. So its better to produce a basic IO setted build, that has the power order right, the slot order right before a super setted one.
  17. You will have end issues but you are plying slots in some wrong places. You need to read what every slot does in comparison to what it would do elsewhere. 3 end slots in oppressive gloom is a waste of 3 slots as they barely change a thing to the overall build. Sometimes a slot in 1 toggle saves a 10th of what it would in another.

    If you did more damage per attack then by reducing the number of attacks you need to get through a group you save endurance and by being more offensive you reduce the fight duration meaning that you actual save health. If your not a taunt bot but like to attack alot then your attack chain has an end cost. Imagine an attack chain as a toggle. A toggle that does all your attacks for you and keeps on going, then its worth the end cost of about 10 armour toggles.

    Your end slots in most toggles don't do anything significant whilst your attacking because over time your lucky if they help you squeeze an extra 2 attacks to an end bar. I don't know where you've looked for ideas but I do know that they can be really bad.

    I don't know if you have mids' hero designer but I think that playing with it and posting a build is best for you. This way we can look at how you prioritize and move slots whilst helping you in how to think no matter what build you do. If you've never used it before it maybe that you will find changes on ya own. If ya want I could come see ya play.

    Poor returns for using a slot space currently include:

    The def slots in Cloak of Darkness.
    All the end slots in Oppressive Gloom
    The extra def and end slot in Combat Jump.
    The 2 extra jumps in Super Jump.
    The 3rd end slot in Acrobatics.
    The end slot in Soul Drain.

    All end slots in toggles will save more end from hitting enemies harder within fight durations but do help recovery between fight durations. The less times you have to attack the more endurance you save and the more damage you do the less time the enemies are hitting you for.
  18. Well the build I did above almost does that but then I chose to use boxing. Do one that does that yaself, that doesn't use boxing, if ya like and compare.
  19. Max dam for lowest end cost then good recovery. When this set is +rechargd and played at a good pace or in a long fight it can run low on end. Look at OWS if you use it, when you use it and look at those moments of crashes. It could be that an end mod or two helps there as well so that you don't detoggle atleast. Go flat out on a Vanguard Punchbag Dummy in RWZ or somit.
  20. Stop being a second tank.

    Stone to Dark is a jump is all. Stone to Invuln is a minor step.

    Getting to 50 should be a learning process rather than a grass cutting contest, then after 50, one should be aware that they could still be learning.

    Would you like someone to see ya play the tank or have ya thought about postin ya build, even in a PM atleast?
  21. I am, US forumite =! that jerk that you've come across.
  22. Every half baked attempt people make means less and less hope in getting the staff. So the level of organization that goes into Defiants raids needs to be there. I also suggest using the PvP zones for temp powahs so that the teams don't "brawl Hami to death" and take forever over it, it means time preparing but Bloody Bay is no more than 10 mins solo, Warburg is no more than an hour teamed.
  23. I have dreamed of flying around my estate at night quite a few times. I don't know how the brain creates the views of the estate from above so well as I haven't flown a plane above it (although I have flown a plane before) but its really quite amazing how well the brain does it anyway.