Nova Knight

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  1. I'm going to echo some of the other responses...

    Build Up is great for killing things faster. I recommend you add it. I was slow to appreciate its benefits when I started playing because I was more interested in acquiring new attacks rather than improving my existing ones. I was a fool. When I finally took Build Up, my reaction was, "Oh baby, where have you been all my life?" Your offensive capability will increase exponentially.

    I also agree that Burn is very useful. When you're surrounded and click Build Up -> Spine Burst -> Burn, you crank out incredible damage and the bad guys will be running from you. (those that live through it) Just make sure that you activate Spine Burst before Burn. Burn's fear component will send the bad guys running so they won't get the full damage from Spine Burst if they've left the AoE damage radius.

    I've yet to combine Build Up with Fiery Embrace, so I'm not sure if the damage increases stack. Even if they don't, you can still use FE as a second "Build Up" to increase your damage output during the course of a fight.

    I can't really comment on the defense/resistance issues because (a) I'm not knowledgeable about them and (b) my own play style is "the best defense is a good offense."

    I can tell you, however, that toasted bad guys with holes in them don't put up much of a fight.
  2. My highest level character when I signed up for the forum. As for how I came up with it originally, I was inspired by Green Lantern. I liked how he was known on Earth as "Green Lantern" even though he was technically one of many Green Lanterns. I wanted to come up with a name that also suggested a larger, space-based, heroic organization. He has since evolved away from my original concept, but I still like the name.
  3. A flying claws/electric scrapper was also the first thing that came to my mind. Electric armor for the "blitz" part and claws (suggesting talons) for the "hawk" part.

    Alternatively, you could create a sword/elec scrapper with either BS, katana or DB. In this case, the sword(s) would serve as a metaphor for a hawk's talons.

    If you're inclined to go redside, then you could substitute brute for scrapper.

    Another possibility, an electric blaster with either stealth or cloaking device. Just as a hawk can dive unexpectedly on a target, one of these would allow your character to hit first and hit hard in similar fashion. It also evokes the surprise, fast-moving character of blitzkrieg warfare.
  4. Quote:
    Originally Posted by Sailboat View Post
    I am confused by what you're asserting here. Are you asserting that Ripper does knockback without +knockback enhancement in it? Or are you using +knb enhancement?

    Ripper, according to City of Data: +0.67 Knockback (60% chance) PvE only.

    Knockback less than 1.0 (like the 0.67 above) is knockdown, that's how the game codes it. Ripper does not do knockback -- period -- I've used it for years -- unless you enhance the knockback aspect, or are fighting lower-level foes or sometimes Clockwork.

    Normally-enhanced Ripper does not knock back yellow and orange Nemesis in my experience.
    You make a good point about enhancements. I double-checked this afternoon and my toon has unenhanced Air Superiority (value of .75) and Ripper with one Force Feedback enhancement (modified value of .93). Combined AS and Ripper total is 1.68

    Not sure how to reconcile all this, but a couple theories come to mind...

    1) Perhaps KB/KD/KU resistance is influenced by villain status, with resistance increasing as you go from minion to lieutenant to boss etc. Thus, a yellow minion could be more vulnerable than a yellow lieutenant even though they both con yellow in relation to my toon. I'll have to check the villain status of my targets the next time my scrapper's in combat to investigate this. Previously, I only looked at the color.

    2) Perhaps the various "knock" effects do stack, and when you exceed a certain value, the effect of that attack determines the outcome. In my scrapper's case, the AS + Ripper totals 1.68. If Ripper puts the target over the threshhold, then its KB would be the dominant effect whereas if I reversed the order, then maybe AS would decide the outcome. I'll have to test this.

    Hmmm, seem to be generating more questions than answers here.
  5. Quote:
    Originally Posted by Adeon Hawkwood View Post
    No problem, it's very confusing. Here's a link that explains the differences between Globals, Procs and Proc120s:
    http://wiki.cohtitan.com/wiki/Invent..._IOs_from_Sets

    I've been playing for about a year and knew what procs were, but never knew why they were called "procs." That was one of many interesting bits of information in that link. Thanks for posting it.
  6. Quote:
    Originally Posted by Sailboat View Post
    Uhhhh...

    Air Superiority appears to be knockup, looking at City of Data. Ripper is knockdown; neither is knockback, that's what I was trying to convey. Ripper should only work like knockback when used on low-level stuff or sometimes knockback-vulnerable stuff (Clockwork are the only ones I can think of offhand).

    2) In practical terms, do KB invention sets noticeably increase the effectiveness of Ripper's knockback? If an enemy's level is what determines whether Ripper produces KD or KB, will an enhancement set convert the former to the latter?

    Since I posted my questions, I put Ripper to the test. It does knock back baddies who con yellow & orange, so level does not appear to determine its effect. It did this following Air Superiority and by itself. (i.e. my toon missed with his opening AS attack) Can't really draw any conclusions about stacking from this experience. I also don't know if the type of baddie makes a difference, but Ripper sent both Nemesis soldiers and Freaks backwards.

    I think you're right about KB invention enhancements turning KD to KB. Don't have any plans to slot KB into Air Superiority, though, since I like having the flexibility of KD and KB.
  7. Quote:
    Originally Posted by Sailboat View Post
    Ripper won't send even-level enemies out of range; it's normally knockdown, but that translates to knockback against enemies of lower level than the character. Fight whites and above and you won't have any trouble from Ripper.

    Generally, every time Ripper recharges, I get a good feeling. It's nice when your biggest damage attack is also an AoE and also your best mitigation (as far as the primary goes). Big damage, on a bunch of guys, knockdown, toxic damage over time, slow recharge, slow movement.

    Plus the flip! Never forget the flip.
    You may be right. I always attributed the failure to affect certain baddies to KB resistance, but it may very well be level-based. This raises a couple of questions...

    1) Do Air Superiority & Ripper stack with each other? Although one is KD and the other is KB, they're similar enough to suggest the possibility.

    2) In practical terms, do KB invention sets noticeably increase the effectiveness of Ripper's knockback? If an enemy's level is what determines whether Ripper produces KD or KB, will an enhancement set convert the former to the latter?

    Finally, yeah, you gotta love the flip. I'm actually thinking of changing my toon's name to Flip Wilson because I love it so much. (probably dating myself with that reference)
  8. I've been playing for about a year now (solo, PvE) and my Spines/Fire is at lvl 33. I believe that with this scrapper, the best defense is a good offense.

    With Blazing Aura and defensive powers toggled, I open up on the toughest baddy in a group using Air Superiority -> Ripper -> Impale -> Throw Spines. (since Ripper often sends them out of melee range, Impale & TS are great for following up) I then close with the target and let the rest of the mob surround me. Then I use Build Up -> Spine Burst -> Burn. This either kills all the mobs or seriously wounds them, along with the head bad guy. Any mobs who escape will return to the fight scene in much weaker condition and easy prey. (the leader included)

    I also use stealth so I can initiate combat under circumstances of my own choosing.

    IMO, Spines/Fire is The Walking Zone of Death. Best to rush in, smack the toughest guy around, draw in the mob, then perforate and toast 'em all with your augmented damage auras & AoE's. (via Build Up & Fiery Embrace)

    Once you manage your endurance via Stamina and enhancements, you can attack with your toggles running and maintain the pace.

    And don't forget that Spines/Fire does three kinds of damage - lethal, toxic & fire - and also slows your enemy. All this and two combat buffs. That rocks.

    Finally, to reiterate what others have said, take Burn and Ripper. Not only does Burn translate to major damage via Build Up and Fiery Embrace, the fear effect gives you a chance to heal and replenish your endurace so you can finish off the baddies when they come back. Ripper, for its part, offers good damage in a cone with mitigation in the form of KB.

    Once you get your scrapper to higher levels, you should be able to handle the tougher enemies. I can't remember the last time I face-planted and I'm having a blast with mine. (especially since they changed the cheesey spines animation )