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Posts
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Joined
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I got:
Night Sable
Ghost Sable
Scarlet Sable
Darkchild
Rainchild
Shadow Huntress
Sunfox
Cheri Bomb -
I just want to get my names I haven't been able to snag for years now without the damn "xxx, -, -X, xXx, or . at the end. The prospect of clean character names that actually sound like good comic names is the most excited thing about I21.
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Love my KM/Shield/Body mastery scrapper. I took the repulsing torrent and it works great for soft control. My PS + AAO with burst, shield charge and repulsing torrent is nice AOE. To be honest, it is one of the most fun toons I have played, and one of the most survivable. The long animation is really only noticable with the "wind up" of CS, but it hits so hard, I cant complain. My record is 5 stacked PS's as well which is nucking futz. Routinely at damage cap.
I would imagine like other posters have said that KM/Fire would actually work well too, but I just love my ridiculous amount of knockdown. It just looks and feels good. -
Go to Comic-Con and start a PVP protest. I tried to do it in RV, but a stalker ganked me.
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Why no Ice Melee? Answer: It would suck. It sucks on tanks (for offense and damage). It really sucks. Concept aside, it has always sucked. Some people say it does not suck and they are wrong. They present lots of reasons of why it does not suck, and they are still wrong. Opinions vary, but ice melee advocates opinions are still wrong. On a tanker however, the damage mitigation is actually a useful tool, so it does have some utility for a tank, and a tank only, since they were not designed to be damage dealers (although many have worked past that even). Tanks are there to protect the team. Ice melee affords some protection. Scrappers are designed to kill baddies. Killing baddies protects the team too. Brutes to smash. I like smashing. Feels good. Ice melee does not kill and it does not smash. It is not strong or pretty. It is just pretty, and not strong. It is very pretty, and scrapper like to look pretty sometimes, but still like to be strong. Brutes only like to look strong, and sometimes they can be pretty, but must always be strong. Ice Melee is cold and does not make me feel good. I want my scrapper to kill bad guys, not slow them down. Death is slower.
Ice Melee in its current form is not an acceptable primary. It needs to be remade I doubt the devs would remake it just for scrappers and have tanks cry waaaaaa, we want better ice melee. They deserve better ice melee, so what we are really asking for is to improve tank ice melee and then transport it over to other melee classes. Improve on tanks and then open to brutes and scrappers, then I say YES!!!! Hell YES!!! Some improvements were made, but they were not enough. Must.... Improve.... ICE MELEE...More.... A simple transport over with just making the scrapper base damages is a slap in the face to scrapperdom. They might as well create a new set and call it pansie slapping. Please be careful what you asked for. The devs need to work on my bo staff or pole arm melee before we waste time with damn ice melee. Agree that super strength should be transported to scrappers, because a critting foot stomp and on a scrapper with rage....... <stops to wipe drool off of chin>. Sorry distracted there a sec. Good call on the SS. Supports it.
I have seen a lot of ice melee requests lately. Is it the ice sword you want? I want an ice sword too. The devs should make an ice katana and ice broadsword as a costume choice and problem solved. You do not want ice melee. You were just threadjacked as well. These aren't the droids you are looking for. You want a bo staff. Hitting badies with big sticks feels good. Bo staff would probably look pretty too. Damn good. Damn pretty. Ice Swords are pretty, but melt in the sun. Not so pretty, not so good. Improve Ice Melee.
You want to make a scrapper with the following bio:
Yea, though now I walk through the valley of the shadow of death, I shall fear no evil. For thou art with me. Thy rod and thy staff, they comfort me. Surely goodness and mercy shall follow me all the days of my life. Because I carry a big stick and I'm the meanest mother ****** in the valley!
Say yes to Bo Staff. Say no to ice melee.
In summary, Ice Melee pretty. Not strong. Improve. Move. No improve, stick it. Need to carry big stick. Mean **** in valley. Think Bo staff. This is all. Carry on. -
I'll put in a plug for something less common, KM/SD. Every one loves shield defense (or at least can admit it is a powerful secondary). KM kinda gets mixed reviews, so here is why I like it for scrapping when paired with Shield.
(1). Power siphon + AAO gives nice sustained DPS over time. Lacking in some burst, a fast charging PS (which can be instant with CS) is probably one of the higher damage buffs there is (fully saturated Soul Drain with AAO would be higher) for scrappers.
(2) You have lots of knockdown with some stun for good measure. Your secondary effects actually mitigate tons of incoming damage to you or your team. If your tank or brute or other melee is not up to task, you will have most enemies flopping on their butts. You make your team look better and do better, even though it may not always be appreciated. Knockdown(not KB - you dont KB unless fighting lowbies, and you are a scrapper, so if you fight lower critters, you deserve the KB) is a melee toons mitigation dream.
(3) It looks great. I feel like I nuke when PS is maxed with a a mob surrounding me and I hit burst. The damage is not nuke damage, but it feels good and is fun, and I have always played the game for fun. I like the sounds, but they are not for everyone I admit.
(4) You get a ranged attack. Not all scrappers do and so having one is nice and yummy, and yes, it does Knockdown as well. (not shield specific here, and to max auras, i use this in melee most of the time).
(5) Mix of smashing and energy. Mixed damage is great for those occasional highly resistant in some cases of facing baddies who resist whatever you are packing damagewise.
Summary wise, I don't mean to advocate that KM is the best primary. I personally prefer Katana, Fire Melee and Dark Melee. The last two pair really well with shield as well by the way. I think KM offers a mixed bag of tricks, cool animations, and is really fun. Warning however: You have bad AOE until 18. Burst recharges fairly fast, but you need the Shield charge at lvl 35 to really feel complete. If you go solo, the single target damage is good, so you may not mind as much, but I admit I felt AOE envy in the early levels. -
Night Widow may be what you seek as a very balanced toon great out of the box. Good DPS. Variety of damage types (lethal, toxic, psi) and attack types(melee, range, aoe). Can softcap to incarnate content levels easily with little IO investment. Great solo, great on teams. Great secondary effects. Mind Link one of the best and most fantastic team buffs there is as you can with one click, give everyone great additional defense (at high lvls, may not matter as much). Free extra costume slot. Buttcapes!!!! You can use the dual builds system to have a fortunata on the other build. Also, you can PvP with the widows/forts some as well. Given the amount of things you can do with a widow, I think it is the perfect final toon.
Just slot for recharge and perma mindlink (not hard on a NW), damage, max your hp, get some end bonuses here and there, and you can grab a touch of defense for times you forget to click ML or it drops (you get hit with slows, etc....). Add a little tough in, if you want (no need for weave). Can go aid self route now since fitness is inherent, or you can just carry a few greens for the 5% of the time defense fails ya, which works for me usually.
The NW is my "Final Toon" until it gets hit with a nerf bat or something better comes along.
Downside, if you do not like redside content, well, you have to get through 20 levels of it (prob 21 levels) to get through all your tip missions and to convert over. I keep mine as a rogue for now so she can move back and forth at ease and enjoy all the game content
I do second the MM as it is a very different but powerful toon and in a way, it can deliver all the same things a NW can (damage, buffs, solo, team, etc...). It is a play style preference in the end. NWs play like scrappers on steroids and MM's play like, well unique on steroids. -
He's Baaaaaaack, and apparently an AR/Dev blaster. I wanna team with him to see if he has bird poop attacks.
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Quote:Just wanted to get a recent post in this thread of what strong and pretty looks like.You ppl are haters, I will show yu that I am right and telling the truth.
You can't deny factrs.
Here is a screenshot of me being STRONG and pretty. -
Quote:Thank you Devs. I think Mr. Playskool should be awarded this badge automatically on all his characters.
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Dark Blast does a lot of to hit debuff and DOT. There is no aim, so you do a bit less damage with lots of safety. SO my first choice is storm for some additional damage and great to hit debuff synergy. Since you are against Storm however....
My second choice is actually a kin (if you do not mind SB'ing the team a fair amount). You have to do some re-positioning for FS then TT + NF.
Cold and Traps I am tied as both are superb sets. Traps is a bit easier early on and the FFG will help you along with the dark blast debuffs. Cold matures later, but makes up for it in the end. -
My first thought is delete.
That is tough though as your first 50 should hold a special place in your heart (unless you had it farmed, then delete). So retire. I would not spend more influence on this combo unless you truly just love it. Also, if you feel the mood to solo, well, there you go... -
8 Fire/Rad Trollers. This has been done with superteams many times in the past.
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The violence is Libya is causing the price of boresights to rise dramatically over the last few days. Recent violent acts in the Gulf of Aden have led to a dramtic demand for kinetic combat recipes as well. I stockpile gold and hold it waiting for it to crack 250,000 before I sell. LOL
Seriously, however, I did not even open the original link. 78 month vet and the cost for most items has definitely gone up over time. Of course when I started playing 2 million influence was worth bragging about. Now I have shelved toons who just store influence, so perhaps prices went up. Do mishes, sell salvage you get more money than you used to. You buy stuff and pay more. Overall, it is a near wash with lots of market fluctuations throughout the day. Of course, some toons do pretty well with plain ole SO's still, and those costs have stayed the same since the beginning. To me the rising costs is like a form of inflation, but if you sell you salvage/recipe drops, you benefit from that as well. Anyway, I think some rare items have gone down "modestly" since the release of tip mishes with hero/villain merits, but everything is a biased solo observation which is my own observations, and in the end I am no more correct or incorrect than anyone else. I do stand my my boresight statement in the beginning however. -
I have a F3 and I find that it is more death up close and personal. I took both damage auras (blazing aura and hot feet), burn as well. My kill em dead combination is simple. Hot feet and blazing aura on. Stealth IO in SS. BU + AIM, run in, and hit fire sword circle, fire ball, blaze any boss left. For av's, I find burn quite handy or if I get surrounded my mobs and I need to put a little fear in em. It is pretty hard to slot for all three positional defenses without giving something up, so a good goal would the S/L and ranged from a defense point of view, however I just slot for damage and recharge. Dead baddies tend not to shoot back often, but once and awhile, you will faceplant. I do hover blast for a few nasty enemy types, like knives of artemis or romans. Anyway, your build looks pretty good, but you might want to copy over to test and try the melee style powers before you settle. These powers are very hard hitting. Need to go with the aid self power for this playstyle though (hey, just being honest). It's a very exciting way to go. Anyway, now matter how you cut it, F3 is one of the most damaging if not most damaging with sets in the game.
P.S. Melt armor is great for AVs and certein nastys, but overall, i find it just slows me down in the end for the average group. I actually have it and do use it, but there was nothing else that I really wanted at the time. -
Why not both? Or perhaps neither? I just want 8 decent players on the tf. Yes, we probably would prefer a debuffer, someone with some heals, a meatshield, some ranged and aoe damage, a shielder of some sort (bubbles, ice or sonic or all three), so if we get all those and we have one spot left.....
I vote stalker. I believe in helping the little guy once and awhile, but it depends on the team build though. Remember, there is no I in team.
TEIAM, wait... problem solved. -
Fire/Fire/Fire for me softcapped to S/L. Everything dies in my presence quickly and horribly. Two damage auras, tons of aoe and PBAOE, great single target. With a troller, you can burn away too or for avs. This is the ultimate damage machine, but also steals aggro from the best tanks,so you should play up some defense in addition to your recharge/damage bonuses, so it's gonna cost ya.
Archery/NRG or Fire/NRG or Fire/mental are all tied for my second choice. -
Hey all, I think I have identified a badge that is actually needed and would be well deserved. I am proposing a Master of the Abandoned Sewer Trial. It should have an image for an ear, because this is actually an easy trial if people would just pay attention and listen. The problem is quite often people do not. Because you have to follow instructions, it is not truly dependent on build or IOs like the other trials.
After doing this trial tonight and failing because 3 people could not follow simple instructions, like put away the pets because they kill gen pods, or "hey, once again, dont kill the gen pods until ready, or hey braniac, you cant shoot the hydra head until the gen pods are down, etc...", it became clear that getting team to listen and having zero deaths in the 90 minutes is actually worthy of recognition beyond the normal badge.
Partial Rant, partial suggestion. -
Thanks all,
My guess was that it was not worth while since only a few IO's give out resist, and there is the PVP IO that gives a small amount of resist to all and then Tough, I was guessing I could crack 20 perhaps in S/L, but it may be at the expense of other things making it a poor choice. I wanted to hear what others thought however, so thanks for that.
Agree with maxing HP. I usually get the obligatory 20% with the accolades, and adding to that would likely be better priority and fairly ez. Aid self with tremendous defense usually works out since SR as long as I max out the defense debuff resist (which is pretty damn ez on SR).
Scaling resist kicking in is pretty helpful actually, but I don't have the patience for calculations of how tough adds to that. Seems like it would be decent however. I'm not always a fan of tough given the end usage it has along with all the SR toggles usage as well. I see many builds that do take tough to get to weave, although I am pretty sure you can softcap SR without weave. Well, I think I will borrow my friends PC and run a few mids simulations to see what it looks like.
Of course I could try to softcap defense on a resist based set as an easier alternative I suppose. Hmmmmm..... -
For TF's, I think that Fire primary is good, because the AOE component helps with mobs, but there is great single target dps for AV's and such. Shield defense would probably carry that to the extreme.
For single target damage, DM/SD wins, so you can see your role on tf's as killing bosses and av's, it is fantastic.
For lower level tf's, I would probably consider WP as a secondary choice. It blooms steadily as you level where SD really matures later.
Also, love the katana, and it blooms early and gets better as you go. Easiest scrapper to lvl IMHO is Kat/WP and does well on tf. Some AOE, so could pair with DA (which blooms later) or FA or ELA for more AOE, but that requires some patience in the early levels compared to other secondaries.
Invuln is good, but it is not my cup of tea, so I won't comment there.
Of course, any scrapper secondary is actually pretty good on tf's with minimal investment. Having made about 20 variations of scrappers, my fire/shield seemed to outperform my others on tf's, and she can also solo the ritki pylon thing if needed as well as AVs(even though you did not care about that). -
To clarify, not saying I am going to give up recharge or damage at the cost of resist in my final build, just curious as to what one could get if they tried.
P.S. Playing since issue 1, so influence is not an issue. -
Hey everyone,
My name is Night Sable and I'm and altaholic. I have decided to go old school with the new school MA combined with SR. I wanted a toon easy to soft cap, and I have a lot of experience with SR. Realizing it is easy to get defense softcapped and have pretty damn good recharge, I was thinking about the times when hits did break my defenses. Rare as it was, it did hurt. Aid self certeinly helps. So given the resist you gain from tough, I was wondering with some IO'ing, what is the max resist one could gain with an SR. I know one answer is to roll a resist base set and get it softcapped, but I was wondering if even 30- 40% resist to say smash/lethal or energy could be passed for resist on an SR? Obviously, not referring to times when you have a sliver of life left.
I have a mac, and mids does not work on it yet. The web based mids-like program is out of date, so if anyone who enjoys playing with builds on mids, once to post one, I'll be in your debt. -
If Ninjitsu was ported to scrappers, well, then I would still use my shield scrapper or my wp scrapper. I just want a way to have a katana wielded with one hand and go with my shield. Ninjitsu is pretty awesome and combines some elements of SR with a big fat heal and some utility powers, but I do not think it would be the top of the secondaries. Because of this, I vote port it, replace Hide with Stealth power (or just take the ability to crit out of hide and give them hide) and replace the caltrops with something like quick reflexes (more recharge for scrappers is yummy). If you want to stay in the thought of ninja weapons, give a power where you throw out some little steelballs Or marbles (call it ninja balls - lol) and you cause a small patch of aoe knockdown for 10 secs or something. Sleep dart is one I would skip. Neat idea, but single target sleep = lmao power. Bola sounds neat, but a bit of work for the devs there I think.
If they port ninjitsu over one day, then I want a Staff melee power so I can make a Shaolin Warrior or something. -
The main reason people take Devices as a secondary is theme.
The real advantages have been well discussed, but IMHO, caltrops and targetting drone are musts and well discussed. Cloaking Device is the equivalent of a stealth IO (you need SS or smoke grenade) to be fully invis basically. Cloaking Device can hold a few defense IO procs which is abou the best use of it to me as it does not soak up another power pool. There are many ways around it. Webnade is decent actually. Smoke is actually decent power, but I do not personally take it. Slotted, it is quite useful actually, but in high levels, where many of your teammates become softcapped or have ways to mitigate incoming damage, smoke could be easily skipped. Trip Mine is fun, but a solo tool. Time Bomb is a great nuke, and you can time time bomb and trip mine when fully invis for a nice double blast (once again a solo tool almost exclusively). The Gun Drone is OK and gets a bad rap in my opinion. It is a pet essentially, may get a little aggro and helps with damage output a little bit. If you could target it like a MM pet, I would raise it from one star to three. The taser thing is useless to me.
So all that said, why devices? To be honest, if you took webnade (you have to), caltrops and TD as the only powers, I would probably say good choice. The real reason to take it is sadly it allows you to pick a lot of different pool powers or more powers from your primary. I made an archery/devices blaster and the TD + archery inherent made it so that I could pretty much hit +3/+4 with no accuracy or to hit buff slotted at all. TD is a fantastic power. All that said, the argument falls apart however. If you decide to slot IO sets, they come with accuracy, and usually a fully slotted set will end up with 40-70% accuracy per power. Now that being said, you have likely picked up some additional to hit buffs or accuracy from IO bonuses as well. At this point, TD may become overkill. If you are slotting with generic IO's or SO's, then TD is quite useful. Devices may allow for some odd slotting in otherwords.
So in summary why devices:
(1) Theme
(2) Allows for more power choices from primary or pool powers
(3) Creative IO slotting
(4) Everyone is not you, and some people like it.
Sets time bomb, trip mine, throws caltops, shoots you and runs down hall yelling come get some!!!! Cheers -
Awesome thread.
Hami raids always get me, because sometimes the Hami enhancement is a winner too, and I have sold some of those for 200-300 million. Sometimes I sell them for only 10 mil. It would be an interesting experiment to see what the 30 days of hami drops (1/day) in a row would yield. It could be via STF, LRSF or the actual raid, but when the big ones drop, they seem to sell very well. I think that the random rolls would pull ahead, since you get 5 drops per roll, however, there would be zero overhead of crafting fees or inf for the merit conversion, so it could in theory turn out a wash? Anyone out there try this before or specialize in hami sales?