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Posts
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Joined
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Things jumping out to me :
The Impervium Armor sets look like they'd be wasted, with Stamina, Power Sink, Power Surge, Conserve Power and Physical Perfection, I doubt you'd have end troubles.
It's kind of a shame to stop at 4 out of 6 with the arma set, as a 5th one would give you a global 10% recharge.
I'm pretty sure the achilles heel proc isn't worth it in Flashing Steel, unless most of what you do is boss farming (even in that situation, I'm not sure it is worth it).
I'd add an additional slot in Divine Avalanche, a LotG +rech. You can grab one from Stamina, it's overslotted IMO. -
You try to fight Silver Mantis with a S/L primary (25% res base, ~60% with temp invul, ~90% while in Unstop) and tell me again DM doesn't matter.
In addition to that, I also meant to imply lots of other builds benefit a lot from SL and the tohitdebuffs. I've got no doubts a DM/Inv could drop her, for example, but I doubt I'll ever see the same feat from a FM/Inv despite Silver Mantis having no more resistance to fire than she does to dark, because barring exceptional luck for a long period the FM/Inv would have to use Aid Self and Mantis would eventually pop DP. -
Okay, maybe I should have added "DM" to the excluded list. I might end up with a lot of fingers for only one hand.
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So they can herd multiple AVs to the controller who then proceed to burn them to death with fire cages + hotfeet !
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I'd build it for AV soloing. That, or supporting my wonderful scrapper friends.
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Quote:I think the blaster B would be more efficient in most situations, for multiple reasons.
If blaster A adds 45% defense and 50% global recharge while blaster B adds 100% global recharge, do you think that the extra damage output from blaster B is going to be in any way relative to the mitigation that blaster A now has?
It's a lot easier to get 100% recharge than 45% defense and 50% global recharge. In fact, the blaster with 100% recharge can manage to have optimal slotting and power selection, while the blaster with 45% def and 50% global recharge will have lower damage output or utility powers than normal.
I've yet to see a blaster build with 45% def (not even with any global recharge) that has the best attack chain available, force of nature maxed on res and rech, temp invul maxed on res and aid self with at least 2 interrupt and 95% worth of healing.
There's more to that. Best blaster ST DPS requires melee. A fire/elec can reach about 300 DPS in melee, yet the same build will have difficulties breaking 200 DPS if it sticks to a ranged chain (I doubt it'll come anywhere close to that with the sacrifices required to get 45% def and 50% rech). That's an enormous difference in damage output right there.
In other words, you end up with something that is much weaker than a blaster offensively, and much weaker than a scrapper defensively - 0% DDR, still no mez protection, possibly not capped to AoE, possibly no or few resistances and +HP, has to avoid melee range against flying foes or -fly, hovers slowly instead of the perfect movement control CJ+Hurdle offers.
Quote:But yes... defense wins our scrapper forum stress tests everytime given the current IOs, which leaves /SR behind due to the ability to hit the soft cap with other builds.
Thinking about it, I bet you could count on one hand the number of players who have soloed Silver Mantis without temps or insps on a scrapper that isn't SR or Shield. -
Quote:Well now sorry but that's completely silly. If you say a power name, it's reasonable to assume you mean the exact same values. Otherwise, you should mention it.
The same power, i never said the same exact values, that's where you view is being skewed.
Quote:And SR doens't have softcapped defense, it has with combat jumping about 32.75% defense, the resistances don't kick in till 60% granting, which you get below usually before it actually kicks in because the amount of damage is calculated before the resists and takes it thusly.
Remember, the game is supposed to be balanced with SOs only, IOs are bonuses, and should not factor in to how a set is set up, per dev quote. -
^ This has been my experience as well.
I'm still getting terrible lag right now, even in the middle of the day in Europe on Triumph (at which point there is about 50 players on the whole server, vill + hero side). -
Quote:I think any argument I might have wouldn't convince you because if you believe that our views of the game are so completely different we can't possibly understand each other.
Adding HPT i don't see being grossly overpowered.
SR has one and only one flaw, bad luck streaks. With HPT you'd get rid of that only flaw, the amount of damage required to get through 2200-2300 hp + scaling res (that would also kick in earlier in terms of total HP, although at the same % relatively speaking) + softcapped defense + capped DR would be... a lot.
... You could argue Shield is kind of like that with its resistance and +HP (SR takes much less effort to softcap, giving room for +rech or +dam, but then Shield has AaO and Shield Charge, which evens out). I believe Shield is overpowered.
Before an angry mob of scrappers shieldcharge me to death, I want to mention I'd shut up about it if they just gave Shield to all primaries already. Invisible shield, I don't care, just let me have the overpowered goodness with all primaries. -
Assuming real numbers on Test are accurate, LR for scrappers is a different pseudo-pet than on brutes and actually does much more damage. Considering the cap is 400% for pseudo-pets and that it's possible to get very close to that 400% cap on a scrapper (BU + maxed AaO will put you at 380% or so), scrapper LR is stronger.
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Quote:Consider brutes have Fury, making AaO relatively weaker, though.
The difference in build up and AAO is not that big though.
With one target in range
Assume scrappers operating at 230% damage (build up averaged), their AaO gives +19%, a 8% improvement.
Assume brutes at 400% damage (build up averaged, fury at 90), their AaO gives +15.5%, a 3.875% improvement.
With ten targets in range
Scrapper : 230% damage, +81.25%, 35% improvement.
Brute : 400% damage, +65.5%, 16.375% improvement.
So the way I see it, AaO is more or less twice as effective on a scrapper as it is on a brute - less than that if your fury is lower, as I assumed 90 Fury for the brute this is basically the worse case scenario, but in any situation it'll remain more effective for the scrapper.
This isn't to say brutes aren't just fine, just pointing something out. -
Not sure if it is a joke or not but I think Umbral explained it already earlier (too much text for my scrapper mind to read and make sure, though).
Dp needs +200% rech, -95 from enhancements, -70 from Hasten = 35% rech, you add about 20% to account for Hasten downtime (~55% rech) and it is perma. -
With the short radius, it just doesn't work well enough for that purpose for me. Props if you can make it work, though.
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Yes, it's possible and not too hard. 95% enhancement in it, Hasten and about 50-60% from set bonuses should do the trick.
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Quote:Depends. On my Shield/DM tanker against Malaise, I slowly lost life while OwtS was down, and slowly regained life while it was up (thanks to the HP bonus). Without OwtS I would have died in that situation.
Not so much against AVs, because if you can survive the 4 minutes while it's down, you don't need it the other 2 minutes.
I'm sure there's more situations where it helped me and I can't point out and tell, this is just the most significant example I can remember as against Malaise the resistance doesn't even matter, it's just the +HP alone. OwtS is the kind of power you can't always notice if it helps or not. For example, if I'm fighting an AV that can kill me in two hits without OwtS and three hits with it, I'm significantly decreasing his chances to kill me by having OwtS up a third of the time, using it reactively when the AV lands a hit. There's the possibility he won't land a second hit (and with softcapped defense, this is the most likely situation), but if he does I would have been dead without OwtS, using it definitely increases my chances to win. -
I believe you should IO all three characters, unless you play one of them significantly more than the others.
The influence costs tend to be a lot higher than the performance difference. That is to say, a 200m build will be stronger than a 20m build, but not ten times stronger ; so I'd rather have three good builds than one great build, if I had no favorite between the three characters and divided my playtime equally between them. -
Quote:While I've heard and believe sets are balanced around SOs, I haven't seen any evidence showing sets are balanced around having a 100% success rate at tanking missions set for 8 without any support from their team, nor inspirations, nor temp powers, nor active mitigation from their primary, with SOs only.
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. -
Yay: Being up 2 minutes every 6 minutes, it's available often, and with the light crash there's no reason not to use it. The boost is very noticeable, especially against S/L foes. It can also be used as a break free - letting you take Romulus' stun for example. Personally, I sometimes attack too much and forget to refresh Active Defense (it's on auto, but if you attack nonstop it'll never activate), then I get mezzed ; I almost died before OwtS in these situations, but now I can pop it and keep fighting. With Conserve Power, it can also be used as an end management tool. Use CP, when CP is down use OwtS, when OwtS is about to crash use CP again.
My favorite tier9, by far. -
The new Mids is very buggy for me. I can't load the new builds I make, there's annoying features I can't seem to disable (level numbers on each enhancement slot). Seeing as Mids (the program) was flawless when Mids (the author) developed it, I'd rather stick with the old one.
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It improved a lot for me, but I still get red spikes every 10-20 seconds or so. Not good enough, considering there's still no official announcement on the topic.
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Just today, I got hit by the same lag (red spikes, east coast servers only). I previously had the same kind of lag and posted about it 2 months ago (and took a break from the game partly because of it), but when I came back on the 26th August everything was fine and stayed that way until today's maintenance. Before the maintenance, smooth green netgraph all the time. After the maintenance, see CaffeineAddict's screenshot.
Location : Paris, France
ISP Providers : Orange, Free, SFR
Servers : All east coast servers are laggy. All west coast servers are smooth. -
Mind or Ill control = pure psi
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Quote:In any pickup group I've ever joined (and I PuG a lot), bosses are often the last to die. At most, there's sometimes one or two lieutenant alive, probably because they were on the side.
From a single target DPS standpoint, this is definitely sound but, in the course of an average Scrappers gameplay, you'll be facing mostly mixed groups and even bosses will usually die too quickly for an optimized DPS chain to matter.
Same with buffs, I agree it's reasonable to assume there's a good chance there'll be some buffs, but to assume there will be buffs at all times, in range at all times, and build with that in mind is in my opinion a mistake, as you'll be in a bad spot when there isn't.
It might be different for people who only play in those teams who sit around until they have 8 members and specifically look for a tanker, a kin, an emp, and so on. It might be different for people who play in SG or friend teams only. I don't do that personally, and I'd question if these scenarios are really representative of the "average" gameplay.
The way I see it, build like you're solo and have to take on all the mobs and you'll never have any trouble. You might be X% slower at a specific task in a specific setting than other, more specialized builds, but you'll be fine at doing anything. On the other hand, build assuming you'll have specific buffs or a specific team set-up, and the day you won't have these things you're in trouble.
I agree with one part of your conclusion, and disagree with the other. It's best to understand the thought process behind the builds than just copypaste, obviously. I happen to think a character built for AV soloing will steamroll all PvE content as well - if there's something it can't do, I haven't run into it yet. -
It has good damage (and DPA) even if you use it as a single target power. I use it as such (except at low levels when I haven't a full attack chain yet and can afford to waste time positioning myself) and pretend any other enemy hit is bonus damage.
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Quote:BP might just be your achilles heel. Some masks and lieutenants have these huge defense debuffs I could see hurting fire armor a lot even with purple insps because of the lack of any defense debuff resistance, on x8 I suppose you're guaranteed to have at least one of these debuffers per spawn.
I have a fairly good build, I have Weave, I believe in taking my purple vitamins, I don't know why I cannot do +4/8 like every scrapper here