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Posts
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Joined
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Dark Melee is not low dmg at all, it takes a couple extra few seconds to kick in but it is good dmg over all. Soul Drain is both a PBAoE attack plus the DM Build Up, lasts 30 secs instead of 10 and it is great to use in a mob since it maxes dmg when hitting 7 foes. On the other hand, I am not sure DM is the ideal set for regen, DM is far better with SR imo.
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I would like to join with Nightmarer, lvl 26 dark/dark defender. I can be logged around 6:00 - 6:15 pm BST
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I would like to join with my rad/sonic defender (lvl2) or my earth/rad troller (lvl3 iirc), however I'd rather not to go for Isolator Badge and join you once you exit Tutorial if possible.-
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We only get a full turnout 50% of the time really so you may not need to assasinate anyone.
Although if you do please dont take out any of the support classes they're fairly vital to success
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*rolls an ill/rad troller
Anyone for PL plz?
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You think trying to be a replacement Rad puts you in my good books? Interesting
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Well, maybe one day I can be the rad and you the DM/SR, you already have your DM/SR ready to roll, my rad may take slightly longer -
Plz count me in with Nightmarer, lvl 50 DM/SR Scrapper
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We only get a full turnout 50% of the time really so you may not need to assasinate anyone.
Although if you do please dont take out any of the support classes they're fairly vital to success
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*rolls an ill/rad troller
Anyone for PL plz? -
Is this gimped enough?
Hero Plan by Mids' Hero Designer 1,153
http://www.onthejazz.co.uk/hu/mhd.php
Gimpy: Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Presence
Power Pool: Fitness
Power Pool: Concealment
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Mesmerize -- Acc(A), Acc(11), EndRdx(15), Sleep(33), Sleep(34)
Level 1: Gale -- Acc(A), Acc(3), KBDist(3), EndRdx(17)
Level 2: Dominate -- Acc(A), Acc(11), Dmg(15), Range(19), Hold(19), RechRdx(43)
Level 4: 02 Boost -- RechRdx(A), RechRdx(5), Heal(5), Heal(17), EndRdx(27), RechRdx(27)
Level 6: Snow Storm -- EndRdx(A), EndRdx(7), Slow(7), Slow(13), Slow(13)
Level 8: Mass Hypnosis -- Acc(A), Acc(9), EndRdx(9), RechRdx(37), Sleep(46), Sleep(46)
Level 10: Flurry -- Acc(A)
Level 12: Provoke -- Acc(A)
Level 14: Intimidate -- Acc(A)
Level 16: Super Speed -- Run(A)
Level 18: Swift -- Flight(A)
Level 20: Health -- Heal(A), Heal(21), Heal(21)
Level 22: Stamina -- EndMod(A), EndMod(23), EndMod(23)
Level 24: Invoke Panic -- Acc(A), Acc(25), Fear(25), Fear(42), ToHitDeb(43), ToHitDeb(43)
Level 26: Stealth -- DefBuff(A)
Level 28: Terrify -- EndRdx(A), EndRdx(29), ToHitDeb(29), ToHitDeb(31), Fear(31)
Level 30: Thunder Clap -- Acc(A), Acc(31), EndRdx(34), RechRdx(34), Dsrnt(40)
Level 32: Telekinesis -- RechRdx(A), RechRdx(33), RechRdx(33)
Level 35: Mass Confusion -- RechRdx(A), RechRdx(36), RechRdx(36), Acc(36), Acc(37), Conf(37)
Level 38: Tornado -- RechRdx(A), RechRdx(39), DefDeb(39), DefDeb(39), Dsrnt(40), Dsrnt(40)
Level 41: Conserve Power -- RechRdx(A), RechRdx(42), RechRdx(42)
Level 44: Temp Invulnerability -- EndRdx(A), EndRdx(45), ResDam(45), ResDam(45), ResDam(46)
Level 47: Lightning Storm -- Acc(A), Acc(48), EndMod(48), EndMod(48), RechRdx(50)
Level 49: Whirlwind -- EndRdx(A), EndRdx(50), KBDist(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Jump(A)
Level 1: Containment
Level 2: Rest -- RechRdx(A)
Copy & Paste this data chunk into Mids' Hero Designer to view the build.
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I wanted to include Boxing/Tough from Fighting pool but then I had to skip Stealth and Whirlwind which were mandatory in your build. -
For GW there are many things that should work, one of them is keep the melee fighters with perma-fortitude and/or perma bubbled if any FF defenders - trollers. PA is always handy for GW since she can't heal from them. You also want her debuffed, ideally with a rad defender - troller, althogh a dark miasma defender could also work by debuffing her healing accuracy.
Lately, we had the tank perma-taunting her from a distance but not getting into melee so she focuses on the tank while vanquished by the rest. Shivans by the ranged attackers also help and if an occasional shivan dives into her melee, shouldn't be a big worry since it will probably outdmg the heal she gets from him. Also the Warwolves temp power is useful since a wolfie can hit her for over 2000 dmg while the maximum heal she gets from it would be 800 if I recall correctly.
We usually take her down every Saurday in Defiant having her rad debuffed and the tank taunting her from a distance, this past Saturday we kept doing that and the 3 scrappers in melee got rid of her in no time, I think we didn't even need fortitude on the melee fighters. -
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Tough and Weave and the Unique +def IO from steadfast. Giving you 10% (i.e. slightly more) def to all three
Seriously though those AoE's bloody hurt, I have to agree with my learned colleagues. For a sword I'd take dodge last, but for anything else dodge has to be the next priority.
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OV is very right here, Fighting pool really complements SR specially after I9 with the Steadfast +3% defense unique enhancement. Dodge can be left last for swords and probably also for DM because its ToHitDeBuffs, but for anything else it is urgent to have. -
For a regen, I'd advice to slot 1 endrdx and 3 dmgres, you may not require the endrdx but will be handy if later you want to slot some set since the interesting bonuses start from 4 enhcs onwards. If you are going for weave, the steadfast +3% def unique enhc will be handy on tough.
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Mmm, I'd really love to do this TF but I already signed for Manticore on Friday. If you arrange it some other day I'd really love to join
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Ok, being lvl 25-31, instead of Nightmarer I will play with Magnus Ridolph, lvl 28 DM/DA scrapper
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I have a 50 kat/inv and it is fun to play although sr is my favourite. Inv fits very well on katana imo, it will breeze during low lvls, the 2 major flaws are that at high lvls you will be easily drained by sappers/carnies and you will be dead meat against clockwork king and psi dmg, but it´s a good set, specially for a 1st time scrapper (if that the case). For SR i´d recommend you to roll a dm/sr, it´s a fun toon to play indeed.
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I´ll try to be there with Nightmarer, lvl50 scrapper, I´ll send a tell if I can make it on time.-
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Unfortunately I won´t be able to attend the Brighton meeting but I plan to pester you guys all night from home, so plz count me in for that one
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So which among speed, leaping, fitness and medicine pools would you ditch to get fighting?
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For PvP I´d ditch leaping and try get away with 3 jump enhcs in hurdle and if possible a couple more in sprint. That would reduce the number of attacks, but with hasten and a few set recharge bonuses the attack chain should be fast enough anyway. -
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Well, i didn't mention it above, i'm only doing PvE with this char.
In my build i haven't planned fighting pool or medicine pool yet and would only be able to get it from level 41 on,
or 44 if i get conserve power first. Im currently on level 25 and running FF and FS constantly with one endred. With Stamina 3 slotted its not bad, and i haven't slotted the attacks for endred yet. So i might drop the second endred in the toggle and put it somewhere else.
In the moment i have slotted mostly DO's (because of Inf., will slot SO's on 27) and play on rugged. No problems there with some health and luck inspirations. In large teams, no problems when there is a defender or controller with healing powers. In large teams, without support chars and / or tanker it can get difficult, especially if i'm the only melee character on a 8 man team.Of course i dont play tank and run in but let the blaster pull or the controller casts there holds but during the fight i often get surrounded by larger groups and then i get hit more then that i can evade.
I'm looking forward to SO's now and after some levels of playing i might decide if the medicine pool might be necessary later on.
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That is probably the most sensible thing to do, try builds until you find one that suits your playstyle. I would also recommend ou to try the respecs first on the test server. There´s obviously a strong point for medicine pool, no matter how good your defense is, when you get hit you take full damage (tough helps a little on smashing/lethal). I prefer the approach of making being hit as difficult as possible by increasing defense, however, this doesn´t mean no faceplants, but hey, faceplanting every now and then adds drama to the game
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I would have thought Invun would go nicely with Spines or to a lesser extent claws, which have lots of AoE and rely (for most effectiveness) on lots of enemies around you.
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Actually, with the taunting aura of Invincibility, you will have plenty of foes around you. With my Kat/Inv I found that the katana cone and PBAoE are bread and butter for PvE. On the other hand, your comment about spines/inv is interesting and I am probably going to roll one as soon as I finish this post -
For PvE I´d definitely lose speed and medicine, I don´t think hasten is needed if MA attacks are properly slotted and as I said, I don´t think medicine pool is essential for a PvE SR scrapper. For PvP I should prepare a proper build and I don´t have the builder downloaded in this machine, but if it´s that important, I could make one when I get back home by the weekend.
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Medicine pool is not a must for a SR scrapper imo (unless you are aiming for PvP, in which case you´ll need both fighting and medicine pool).
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Fighting pool for PvP? No you don't. And ma is not dm, it doesnt have -toh debuffs on target, so you will be hit A LOT. Unless you plan on playing all the time with an empath or a bubbler, I'd never skip it
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The thing is that, if you take fighting pool, you can equip Tough with the Steadfast unique enhancement that grants +3% defense and with weave and the proper set bonuses, you can get your SR scrapper over the defense soft cap, adding medicine pool to that, then you have a scrapper tha in he hands of a good PvP player (and that excludes me by a long way) is going to be feared in the arena. As I said, medicine pool is needed for PvP, I never said it should be skipped for PvP. -
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Never said I was skilled for that, just that it could be done... although you are right, it was before i9, and I'm only on SO's, so I probably wouldn't be that lucky if we tried now.
About the inventions guide... a short, brief explanation of the uses, been trying to get to know a bit of it this afternoon but somehow I seem to find the info all scattered and imprecise
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You should try paragonwiki, everything is pretty well explained there plus there is a list of sets with the bonuses they grant.- -
Mmmm, you are going to need more endrdx in Focused Accuracy, it´s one of the highest end drainers in game.
I still think 3 jumps on SJ and 3 run in Swift is way too much and not really required imo. I´d use them for endrdx in toggles. On the other hand, 2 acc per attack plus FA seems redundant, specially with the MA acc bonus, I´d change one of the acc in the attacks for a recharge reduction -
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Hi,
currently i'm playing a MA/SR scrapper (SR for the first time) and i'm not sure about some power choices. First,
i'm gonna have two endred. in all SR toggles (FF, FS and Evasion) and one endred. in most attacks.
I'm just going to hit level 20 today and up to now i must rest almost after every fight (only FF running with 1 endred. + CJ) and no endred in my attacks yet. With the above slotting, is it still advisable to get conserve power once i hit level 41? I won't get FA later on.
Is it necessary or advisable to get either Aid self or Tough/weave? With tough/weave i would have 4-5 toggles running in most fights, then i could imagine will have some end problems.
Thx for the help.
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I have Tough and Weave on my DM-SR scrapper and I find it makes a whole difference, but DM has a small self heal and MA doesn´t. With the appropriate +regen sets, Medicine pool is not a must for a SR scrapper imo (unless you are aiming for PvP, in which case you´ll need both fighting and medicine pool).