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Posts
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I'd recommend Earth/FF as long as you don't mind buffing.
Good control and the -Def in Earth makes hard targets easy to hit, at the same time your team mates defence will be close to the cap.
People have recommended Earth/Rad and although it's a very effective combo it does pull a lot of aggro due to all the AoE. -
A couple of things that might help.
Put a Steadfast Def/Res IO in Tough for an extra 3% defence.
Use Spectral Terror liberally - there's -to hit element in the fear that will stack with your defence. -
Another advantage that Rad has over Cold in AV fights:
Rad debuffs are cast on the target, Sleet from Cold is location based so the AV can run out of the patch.
Some AV's do run!! -
Rad works well. Dark needs to hit for some of the powers to work and rad provides a lot of -def. You can also perma stun bosses, not the best damage though.
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Quote:Double stacking Active Defense with Hamis will cap DDR.Yes, obviously. I have found having a little padding at the cap for when I'm facing higher than even con is very helpful. Shield doesn't have complete DDR immunity like SR does either so in my experience, if you can get a few points over cap using a few wasted slots like those in CP or Physical Perfection it can be an option that helps.
Cheers -
Personally I can't seen any AT becoming redundant, Tanks and Scrappers play differently and people will play whichever they prefer.
However the current situation isn't balanced as IOs play to the strenghs of higher damage ATs. The large number of Defence IOs allow these to massively increase their survivability but high survivability ATs aren't able to increase their damage by an equivalent amount.
Bottom line, IOs favour high damage ATs such as Scrappers and Brutes. -
Phanty's decoy also hangs around after you face plant.
You can also have 2 out.
If the phant dies while his decoy is still out, you recast the phantasm and he casts his decoy you will have 2 out; one from the old phantasm and one from the new. -
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Quote:I'm a little confused by the Kinetic Combats too.3% is not that big a deal in terms of damage. I terms of defense? Way more bang for your buck.
Shield has positional defense so why would you be interested in typed defense? Obviously typed and positional gain 50% of each other (if you see what I mean).
I use typed defense for typed armour (ice, WP etc) and positional for postional armour (SD, SR etc)
Am I missing something? -
Quote:Here's my Ill/Kin build I believe it's current - took it from an old thread.Well, I'm definitely not married to Repel, it was just a case of "I've got to choose another power from a list of stuff I really don't want". Maybe drop it for combat jump?
Speed boost is another power I don't really want but on the VERY rare occasions I get talked into teaming I suppose I'll be expected to have it.
I can see dropping a slot from Inertial reduction and the End Red slot from Fulcrum shift to add a couple of recharge to Siphon Speed. I think that I probably wasn't using SS to all of it's potential on my other Kinetics controller.
Looking at Performance Shifter versus Efficacy Adaptor I can really see your point. Both sets give the same damage bonus plus EA gives you 5% recharge with all six slotted. A little closer to a "sorta Perma" character.
Thanks again for all the input. I've been playing for 3 years now and just really got into the mechanics of building a few months ago. So far I've tweaked an Inv/SS tank and my bots/traps MM and both are far outperforming what they had been!
This will give you in combat perma PA (using Siphon Speed).
With this build I can solo at +0/x8 standing on my head and can go to +2/x8 if I concentrate.
If you're mainly soloing, pre Epics I'd drop Siphon Power and pick up Air Superiority this will give you a proper attack chain - try to fit both in if you can possibly drop the AoE hold.
I found GI a better choice than SI as you still gain the tactical advantage of being able to get in close and not aggro nearby mobs but you can also attack aggresively without the End issues of the SI toggle.
2 SO's plus Hasten will make it Permanent.
Hope this helps.
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I agree with most of what has been said, the only addition I'd make is get Combat Jumping. This will give you resistance to immob - the one thing that a Kin needs is the ability to move in for buffs/heals as required.
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Quote:From a performance perspective how will BS/WP compare to Katana/WP?Willpower actually does crazy stunts just fine. Iggy Kamakaze did a master of ITF solo with his Katana/Willpower - no temps, no insps, no deaths, no kidding. He also soloed a pylon while surrounded by a double RWZ challenge spawn, and then finished off the rest of the Rikti. IO'd to the gills, Willpower can do Stupid Scrapper Tricks as good as anything, at least the survivability tricks. With no damage boost, it won't do the damage tricks.
And so that I'm at least slightly on topic, there are a ton of Scrappers that can be VERY solid solo. But I'm hopping on the bandwagon:
Katana/Willpower
Do eeeeeet! -
Quote:IMO Willpower is one of the best sets to IO heavily and is capable of amazing feats if done right.Willpower is a good set for beginners. You don't have to worry about endurance dropping due to toggles, it has plenty of regeneration, and it comes with some resistance and defense. It works well without high-end IO sets. However, it doesn't have as much potential as other sets given an unlimited Inf to invest in it.
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Thanks for the feedback guys.
I've decided to go with the BS/WP as it's been proven to work; Kat/Elec seems relatively untested in comparison.
In regards to WP I hadn't noticed the DDR - value seems too low to be of much use though. -
Hi all,
Inspired by stories from varous scrapper vets I've decided to level up a resistance/regen based scrapper with a defence overlay ready for the release of the Incarnate system. I've got two viable alts one a BS/WP and the other Kat/Elec and I'm unsure of which to use - recent work demands mean that I need to focus on one.
In regards to what I'm after from the alt, I guess it's a consistant ride, so that no matter what the enemy type or numbers (within reason) I'll have a good chance of coming through. To highlight this I don't for example like the fact that my Ice Tank can complete mishes at +4/x8 against Council then faceplant against Carnies within seconds.
For concept reasons both will use the Epic Body Mastery, so all damage will be S/L.
Currently I'm swinging towards Kat/Elec for the following reasons:
Willpower's regen is based on number of mobs so against hard single targets it will be less effective.
Elec has a damage aura which is not S/L damage
Elec has additional recharge so + damage
Elec has resists to slow and -recharge
Elec's heal is as effective against a single target as it against many
Am I selling WP short and are there factors that I'm failing to consider?
Which would be best end game?
Basically I'm at a cross roads and would appreciate any help to make sure that I take the right path.
Thanks -
Quote:I noticed this last night plaing against Freaks, knocked a boss up into the air but no damage was applied. At first I thought it was just lag as sometimes there's a delay before it shows up, but no it never appeared. I monitor my damage buff all the time to avoid wasting Sheild Charge so it certainly wasn't during the crash.It's been a while since I played my Invun/SS tanker, I've noticed that with rage running (haven't tried it without) about once every 7 or so times that I use it the knockup animation will play but the target will take no damage. I check my combat tab and the attack hit but damage was 0. Wondering if anyone else noticed this.
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Quote:Based on playing my Gravity controllers;Okay, so this is the first time I've gotten a Troller above level 5. Now, I'm going to tell you right now, My normal preference for play style are Melee heavy, high survivability heavy damage toons. I pretty seriously suck when it comes to builds and numbers. So please keep that in mind.
Now here's the situation. I rolled a Grav/Sonic controller. He works medium well to descent. The problem is he is absolutely chewing through Endurance. Now when I say I chew through Endurance, I mean I come up to a mob with 2 minions, 1 Lt. I go to Hold the minions and take them out. I take out the first minion while dancing with the Lt. I Switch targets to the second minion and still dancing with the Lt. I get the minion down to about 10%, and I'm out of endurance. No endurance, my holds stop holding, and I've got a pissed off Lt and a Minion looking to play the bongos on my skull.
I've double slotted End Reds in all my attacks, triple slotted Stamina and at least slotted a single End Red in my other powers. So, what can I do to address the endurance problem?
Here's my current build:
+----------------------------------------------------------------
+ Built with SuckerPunch's Online Planner v5.0
+ http://planner.cohtitan.com/planner
+----------------------------------------------------------------
Archetype: Controller
Primary: Gravity Control
Secondary: Sonic Debuff
+----------------------------------------------------------------
01: Crush => Damage(1), Damage(3), EnduranceDiscount(3), EnduranceDiscount(5), Accuracy(5), Accuracy(7)
01: Lift => Damage(1), Damage(7), EnduranceDiscount(9), EnduranceDiscount(9), Accuracy(11), Accuracy(11)
02: Gravity Distortion => Hold(2), Hold(13), EnduranceDiscount(13), EnduranceDiscount(15), Accuracy(15), Accuracy(17)
04: Sonic Siphon => Recharge(4), Recharge(29), EnduranceDiscount(31)
06: Propel => Accuracy(6), Accuracy(17), EnduranceDiscount(19), EnduranceDiscount(19), Damage(21), Damage(21)
08: Crushing Field => Immobilized(8), Immobilized(23), EnduranceDiscount(23), EnduranceDiscount(25), Accuracy(25), Accuracy(27)
10: Hurdle => Jump(10)
12: Dimension Shift => EnduranceDiscount(12)
14: Health => Heal(14)
16: Disruption Field => EnduranceDiscount(16)
18: Hasten => Recharge(18), Recharge(31), Recharge(31)
20: Stamina => Recovery(20), Recovery(27), Recovery(29)
+----------------------------------------------------------------
+ Inherent Powers
+----------------------------------------------------------------
01: Brawl => Empty(1)
01: Sprint => Empty(1)
02: Rest => Empty(2)
1. Make sure that you use containment for the double damage.
2. Use the AoE immob to keep mobs grouped and deal amage to all. Spamming will wittle down their health.
3.Use Propel to take out the Lts and Bosses bofore finishing off any remaining minions.
4. Dimenstion Shift can be very useful when solo. This can be used to split the spawn allowing you to concentrate on certain targets. It also allows you to rest and recoup some End during long fights. -
I've recently rolled an ice/earth dom which at first glance appeared to have nice synergy. Currently I'm only L8 and have become a little concerned that when I pick up ice slick the stacked knockdown of ice slick and the earth assault powers will become knockback.
Anyone know if this is the case? -
Personally I think that the Tank version should have been left alone. It is a tank primary verses a secondary for the others.
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Thanks for the replies guys,
I'm going to go with mind/energy then make an elec/psy when GR goes live. -
I'm planning to build a mind Dom and wondered which of these two secondaries to go with.
Any advice would be greatly appreciated. -
I'd roll a new alt, IMO that combo won't give you the damage or survivability.
I'd go with one of these:
Plant/Kin
Plant/Storm
Plant/Rad
Fire/Kin
Fire/Rad
Fire/Storm -
Elemental Set - variants of Imps, Jack and Stoney.