PrincessDarkstar

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  1. Quote:
    Originally Posted by Sailboat View Post
    What's a gunblade?
    Ever played Gears of War? They have a wonderful chainsaw attached to all their guns, that would be cool
  2. Quote:
    Originally Posted by doyler_ View Post
    That list has always confused me because I understand that they don't have the flag set, but some seem 100% impossible to enhance...

    Impervium armor - I have been unable to see enhanced and I have it slotted in powers that increase resistance...

    Stealth IOs - how do you slot for more stealth anyway? :P

    Rectified Reticle - same thing...
    The Stealth IO and Rectified Reticle thing confused me too*, but for the Impervium Armor I would assume it has to be in a power that grants Psionic resistance already, and then enhance that for resistance, there aren't a great deal of those powers around and may explain why you never saw it?

    *The only thing I can think of is that they have a similar flag as the powers that are affected and the devs are going to change them even though they aren't able to be affected currently, because you never know what will happen in future.
  3. Quote:
    Originally Posted by Kioshi View Post
    The 31% crit chance (assuming 7 teammates on a 30' radius) is OUT of Hide.
    Ooh. It must be too late for my reading skills to work so I will avoid making late night posts in future, but that is definately interesting.
  4. PrincessDarkstar

    DB/WP Scrapper

    I don't know about your mids problem sadly, but if it is my build you are referring to you can swap CJ and SJ for Hasten and SS, but you will lose a bit of defence, and Hasten isn't really needed since you already have enough recharge to run the best attack chain you can run. The only thing Hasten will speed up is the Sweep Combo, but it won't even have much of an effect on that.

    I normally love Hasten and count it as a must take power, but on DB/WP it is pretty much wasted.
  5. This isn't really help as such, but I had a look at build for Fire/WP a few times and the sets don't seem to mesh that well together imho.

    Fire want's lots of recharge to run it's great attack chains, and WP benefits from slotting for HP/Regen/Defence, which tend to come in different sets.

    Personally I would make a choice and go for high recharge/lower survivability, or higher survivability/lower recharge. You are unlikely to be able to get too much of both into a build.
  6. PrincessDarkstar

    DB/WP Scrapper

    I have seen it before with .net errors. I would suggest going to the Windows update website and getting the latest version of the .Net framework.

    If that doesn't work for you then I might have to hold off upgrading from XP, but can't be of much more help
  7. Quote:
    Originally Posted by Werner View Post
    Stalker damage at cap = 1.000 damage scale * (100% + ~31% critical) * 500% damage cap = 6.55
    Brute = 6.38
    Scrapper = 6.19

    Assuming 31% is a good number. I know nothing about Stalkers.
    This would only happen once though from hide? Or maybe twice after placate? The rest of the time the stalker would have to scrap it out?

    Putting them on 1.000 damage scale * 100% * 500% damage cap = 6.00?

    Or do they get crits without hide?

    *I know nothing about stalkers but didn't think they were the highest damage of the AT's outside of burst. I might be tempted into rolling one if they do come out top (Though I hate all AS animations).
  8. PrincessDarkstar

    DB/WP Scrapper

    It is possible to softcap a WP scrapper but you are giving up a lot of damage for that. I haven't got a build but I wouldn't really recommend it.

    My build is below and although isn't softcapped it is more than survivable against nearly anything.

    It also runs the BF > Attack Vitals chain perfectly and without endurance issues. Which is the 2nd best chain DB can run.

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Sliceo: Level 50 Natural Scrapper
    Primary Power Set: Dual Blades
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership

    Hero Profile:
    Level 1: Power Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/EndRdx(5), Numna-Heal/Rchg(11), Mrcl-Rcvry+(19), Mrcl-Heal(19)
    Level 2: Ablating Strike -- KntkC'bat-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(9), Hectmb-Dam%(11), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40)
    Level 4: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(23), Numna-Regen/Rcvry+(27), RgnTis-Regen+(27), Heal-I(33)
    Level 6: Mind Over Body -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(9)
    Level 8: Blinding Feint -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(34), Mako-Acc/EndRdx/Rchg(40), Hectmb-Acc/Rchg(50)
    Level 10: Indomitable Will -- Ksmt-ToHit+(A)
    Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(13)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
    Level 16: Rise to the Challenge -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/EndRdx/Rchg(17)
    Level 18: Vengeful Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(43), Mako-Acc/EndRdx/Rchg(48)
    Level 20: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(23)
    Level 22: Hurdle -- Jump-I(A)
    Level 24: Health -- Numna-Heal(A), Numna-Heal/EndRdx(25), Numna-Heal/Rchg(25)
    Level 26: Sweeping Strike -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), Armgdn-Dmg/EndRdx(37), Armgdn-Dam%(43), Erad-%Dam(50)
    Level 28: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc(29), P'Shift-End%(31)
    Level 30: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
    Level 32: One Thousand Cuts -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(50)
    Level 35: Typhoon's Edge -- Erad-Dmg(A), Erad-Acc/Rchg(36), Erad-Dmg/Rchg(37), Erad-Acc/Dmg/Rchg(43), Erad-Acc/Dmg/EndRdx/Rchg(45), Erad-%Dam(46)
    Level 38: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
    Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
    Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
    Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
    Level 49: Strength of Will -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 0: Ninja Run



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  9. Good point Kioshi, I didn't think of that.

    My hopefully last set of questions are regarding 2 slots that currently hold the Regenerative Tissue unique and the Force Feedback recharge proc. You can also possibly extend it to the Numina +/+ as well.

    Basically what would be the most effective way of using these IO's, if at all.

    Currently I have Numina +/+ and Regenerative Tissue in True Grit, but would a pure heal IO do a better job? Would I be better served with saving up for the Panacea proc?

    And same with the Force Feedback proc, I have slagged it off so much in the past that I am not sure I can convince myself of its use, would that slot be better off in either True Grit or Health holding a heal IO or the Panacea proc?

    I know the enhancing the uniques thing is fixed/due to be fixed and that mids isn't showing it right, so any help would be appreciated. I am biting the bullet and handing out pretty much all my inf on this build so want to get it as good as I possibly can
  10. PrincessDarkstar

    AV' enough Def ?

    45% is all you will need unless the AV has tohit buffs (Most don't and the ones I know of need to hit first anyway) or defence debuffs (I only really know of Positron/Antimatter that have these).

    I think due to scaling an AV will still have a 7.5% chance to hit you, but all that extra defence you have makes no difference for that. I think the -tohit from Dark Blast can put then down to 5% like everything else though, but I am not 100% sure.

    Also Hasten > Stealth because the more traps you have the faster things die. Perma-PGT is the best thing you can aim for if you want to solo AV's, and of course is just as good if you bring a team with you too

    It might be worth losing a little defence from your build in order to add recharge, or generally improve the slotting in the powers themselves. On my bots/traps I use a lot of HO's to make sure each power has everything maxed out.
  11. Quote:
    Originally Posted by Gaidin View Post
    I look forward to your results.
    So do I, after 3 attempts my scrapper still isn't on the test server. Grrr.
  12. Using one of the great builds Fury Flechette made here (And without wanting to hijack her thread) I have made a few changes of my own and come up with the following:

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Lightning Rose: Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(39)
    Level 1: Deflection -- HO:Enzym(A), LkGmblr-Rchg+(3), LkGmblr-Def/EndRdx(7), GA-3defTpProc(15)
    Level 2: Havoc Punch -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(7), Hectmb-Dmg/EndRdx(9), Hectmb-Dam%(9)
    Level 4: Battle Agility -- HO:Enzym(A), LkGmblr-Rchg+(5), LkGmblr-Def(5), HO:Enzym(46)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Thunder Strike -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(40), Armgdn-Acc/Rchg(40), Armgdn-Dmg/EndRdx(40), Armgdn-Dam%(43), FrcFbk-Rechg%(46)
    Level 10: Active Defense -- HO:Membr(A), HO:Membr(11), HO:Membr(11), HO:Enzym(13)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(29)
    Level 22: Against All Odds -- EndRdx-I(A)
    Level 24: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(27), GSFC-Build%(29)
    Level 26: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 28: Boxing -- Acc-I(A)
    Level 30: True Grit -- Numna-Regen/Rcvry+(A), Numna-Heal(31), Numna-Heal/EndRdx(31), RgnTis-Regen+(31), S'fstPrt-ResDam/Def+(34)
    Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(39), Aegis-ResDam/EndRdx/Rchg(39)
    Level 41: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(43)
    Level 44: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46)
    Level 47: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
    Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), HO:Enzym(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- IntRdx-I(A)
    Level 1: Critical Hit
    Level 2: Ninja Run



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    The idea behind my few changes was slightly more defence so the first debuff wont put me under the softcap, saving a fortune by removing the Panacea set, improving single target damage and exemping by picking Charged Brawl over Chain Induction, and using no BoTZ sets in protest at how unhappy I am with the nerf.

    On the plus side this build is miles better than what I run now, though at about 3 or 4 times the cost.

    According to mids I have:
    Regen:284%
    Recovery:3.52/s (Plus Performance Shifter proc)
    End Use:0.93/s
    Recharge:157.5 (With Hasten)
    DDR: 95% (With perma-double stacked Active Defence)

    Questions:
    Can anyone see anything I can tweak to improve it?
    How good is the Force Feedback: Chance for +Recharge proc, and would it be best off in Shield Charge where it will hit more targets, but be used on average 50% less?
  13. Well lets just say after the amount I will be spending fixing my build after the BoTZ nerf I hope the HO thing is never fixed

    Also thank you Fury for the builds (Which were great templates) and the answers.
  14. I am using the very expensive Elec/Shield build as a base for my new build, and trying you cap DDR without Grant Cover, however I noticed on your build that as soon as you click from PvP mode onto PvE mode your DDR drops to 49.5%? That won't be compensated for by double stacking AD, so am I missing something?

    Either way in my own build I noticed that using 2 Enzymes and 2 Membrames in AD bypasses the defence cap and lets me reach 95% DDR, but does this actually work in game?

    For me the DDR cap is highly important, because I pretty much tank an ITF every day.

    Edit: If it does work in game is it considered an exploit? It seems to me like it would work in every defence power, which would be crazy ..

    Edit 2: I noticed Fury's post seems to say the above is true. I am going to the test server to find out.
  15. Hero side easily.

    I hate active inherants like domination and fury (Though I can just about manage to live with fury). I hate how corruptors do poor damage aside from scourge which is next to useless against non av's. I hate all MM's but bots. Lolstalkers. VEATs are boring.

    Blue side you have tanks which are boring to me but at least do their job. Scrappers which are what everything else wishes it was. Controllers have good control/buff/debuff sets which work well together (Though domination is overpowered which hurts controllers a little bit). Defenders do their job very well. Blasters are a bit on the gimped side, what with similar damage to scrappers and much more squishiness. Khelds are great fun, though a bit of an acquired taste.

    Did I miss any?
  16. I woudl third a Warshade. They are a bit of an aquired taste, but for those who understand them nothing else compares*

    *Fun wise
  17. I think ET is fine, I am sure on my old brute and tank it was still the best attack for DPA.

    The problem is Barrage (Needs more damage), Total Focus (Needs speeding up), and Whirling Hands (Needs more damage).
  18. @Clouded

    The things we know about the set for sure are (Forgive me if I missed any):

    +range - The devs are saying it has extended range, they aren't going to say that if it is only 1 ft since it makes no difference. You know as well as I do it is likely to be more than that.
    KB and KD - KD is good. KB is bad. KB on a melee toon is even worse. Even though KB can be used to reasonable effect it will always be less desirable than pretty much anything else. And KD doesn't even work on anything worth a scrappers time.
    Video - In which nothing seems to die, now it is either a tank in the video, or the set does poor damage (As I mentioned it probably would). And you can see slow animations.

    I fail to see any positives about the set at all so far, aside from it being pretty. This seems to be a melee version of Dual Pistols, ie; useless. You will be trading damage and speed for range and pretty.

    Second the post about lag on the ITF may have had a bit much 'doom' about it, but he is right. The game is so full of bugs yet they keep releasing these crappy powersets to show off new visuals or whatever. And don't give me crap about 'dev a only does job a' a dev is a dev is a dev and can code whatever the hell they are told to code.

    Edit: Also I still see no reason why a powerset like DP ever made it live. Surely by now they have some kind of formula which they can use to make a set not suck?
  19. Quote:
    Originally Posted by _Klaw_ View Post
    Aha with some searchfu I have found that /petsay speech bubbles were removed to stop griefing.
    And here I always thought that was a bug. Damn lol.
  20. Quote:
    Originally Posted by JD_Gumby View Post
    ...or you want to position yourself for best short cone usage, snipe from within range of your other attacks, travel through a zone without having to fight everything along the way (or at least getting tagged by everything other than Snipers and Rikti Drones along the way - many times I've been almost killed just passing through areas without those two), etc.
    Hasn't that already been covered at least twice in this thread already? Super Speed, or +Stealth IO, or both.
  21. Quote:
    Originally Posted by Minotaur View Post
    I'd go for Fire/shield or elec/shield scrapper and plant/cold controller.

    I'm guessing you'll be playing fairly casually, where many players use expensive IOs, shield with cold shields should be close to soft capped for defence from soon after you get SOs. Plant is a really fun set with an AoE confuse that comes early and is up every fight. Fire and Elec melee have excellent AoE which will help aggro handling.
    Best advice so far.

    Fire/Shield is a great scrapper combo when you can IO the defences, but with a Plant/Cold controller by your side you won't need those IO's and can be softcapped from level 22ish.

    Add into that the awesome single target and AoE damage of Fire/Shield, the control of Plant and the debuffs from Cold and you have a winning combination.

    Things like Sonic/Rad will be good once a fight gets going, but there is nothing to stop the scrapper dying in the alpha when the mobs get too large. This combo will let you start taking on more mobs earlier. And more mobs = more xp and more loot and more fun and just MOAR
  22. With KM being a 'ranged-melee' set you don't really want sets like inv or wp since they rely on mobs right next to you. Unless I am wrong about the slightly longer range part, which I am sure will be the trade off for long animations and DP-esque damage.

    Oh for the days when I had optimism about new sets...
  23. PrincessDarkstar

    Elec/Invuln

    While both sets are great I am not sure they pair up that well.

    Firstly the single target powers in elec are weak so you likely wont take that many (I only took 2) so you are limited where you can put Kinetic Combat. Secondly elecs defining power is Lightning Rod, which will kill most of the mob around you and goes against invulns defining power; Invincibility.

    I would personally put elec with a secondary that doesn't rely on lots of mobs being around you to live, and invuln with a more single target based primary.
  24. With your resistance shields as well as the bubbles from the protector bots your pets will be fairly survivable, and your heals will keep them up well.

    The bots all prefer to stay at range so should be mostly in range of your AoE healing.

    Stay together with the bots, put the assault bot on aggressive, hit your debuffs and heal any damage that comes your way.

    Should be a winner.
  25. -Regen is heavily resisted. I assume you are looking at the stats on an AV?

    Your 50% is going to be 80% resisted (I think) so only actually equates to 10%, which is nothing really. I don't know about the length of time though, I think level difference and the purple patch will shorten that too.