Reptlbrain

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  1. Reptlbrain

    The Perfect 10

    Quote:
    Originally Posted by Carnifax View Post
    I'd be inclined to go for level 12 for DOs rather than TOs though and slot AM, Hotfeet & Cages.
    With regards to the end problem and selecting a /Rad: Maybe selecting a Science origin and being able to access Mr. Yin's Recharge SOs (level 13 easily hits ED cap if three-slotted) gives AM more than half uptime. If Hasten can be worked in, AM would be up about 80% of the time.

    You could also gradually search for SOs on the market (from Positron, etc) to fill out your slots which would be much more effective in the long run than lvl 10 IOs.
  2. Words from a non-mighty build guru:

    Sub out an endmod/x from each of Stamina and QR, and sub in +end procs.

    Sub out the damage Eradication for dmg/rech Eradication in Shadowmaul.

    Smite and Midnight Grasp need way more accuracy (and are way overslotted for damage past ED cap).

    I'd probably get rid of Assault and put in Dark Consumption, maybe stealing 2 slots from RttC so that acc/recharge can be gotten in useful amounts.

    The perception proc in Tactics is redundant, unless you're planning on having Tactics merely as a set mule for the 1.88 s/l def, or maybe PvPing, dunno.
  3. Quote:
    Originally Posted by Fleeting Whisper View Post
    He's also got AoE Life Drain, ...
    Keep out of melee range, and he can't hit you with Chill of the Night, Siphon Life, Dark Consumption, or his melee attacks.
    So that's why it seemed like Dark Regen. I could swear (but I don't put a lot of faith in my observation) that he was Life Draining Phantom Army, the cheater.

    I've been able to beat him as an EB on two def-based scrappers soloing (one w/o a self-heal), and with an Ill/Rad with near-perma PA. In one of my proudest moments in-game, I duo'd him as an AV with the Ill/Rad and a Fire/Dev blaster. It was a long fight and I think he missed consecutively with two self-heals near the end.

    I've also been on teams that haven't been able to finish the TF on heroic because he was unbeatable as an AV for the teams (or at least the players behind the toons). Once, in the ultimate mission of the TF a teamwipe didn't matter as Nosferatu-as-pet finished the other AVs for us...
  4. Quote:
    Originally Posted by Shred_Monkey View Post
    I did something once that I'm not real proud of talking about here on the scrapper forum, .
    Next thing you know we'll be hearing about mezzing entire spawns and burning them slowly to death with a Fire/ controller! The horror!
  5. Quote:
    Originally Posted by Max_zero View Post
    You can farm 1500 tickets in about 6 minutes with certain builds (HI BRUTES!).
    Racing between my four 50 scrappers my best times are 8, 9, 10, and 15 minutes for ticket cap. Any idea if ticket rewards are being reduced for "pure" (minion or LT or boss) maps as xp is in i16?
  6. Reptlbrain

    Spines/Fire/?

    Quote:
    Originally Posted by Fury Flechette View Post
    Energy torrent from body does knockdown. Torrent from dark mastery does knockback.
    Sorry, was being dimwitted, and thought he was comparing the two different epics. Not sure why...

    Tentacles does NOT provide -kb, so it won't hold them in place for (Dark) Torrent.
  7. Quote:
    Originally Posted by Samuel_Tow View Post
    Back to front:

    I hear that a lot, but inspirations simply don't drop with the speed with which I need them. I never really let my tray get completely full, and I've even taken to carrying around purples which I save for special occasions, but even then I rarely get enough inspirations to match the inspirations I use. In fact, I constantly end up having to combine things into break frees. I just don't see myself being able to rely on inspirations more than just tangentially.
    This is why i16 will be such a boon. Although it seems counter-intuitive, your survivability will go up with the ability to increase the number of mobs soloing. As a non-defensive blaster, you can go sub-heroic or heroic set for 4-6. Since you're firing your AoEs anyhow, more minions almost doesn't matter, except as a way of garnering more inspirations.

    For emergencies have a column of BFs, two columns of purples, one column of greens, and a column that you just eat constantly as fast as they drop (f1 - f1 - f1). You won't always get what you need, but you usually will. (Using the Milady's Knight's suggestion about combining during long animations is a great one, if you run out of your needed kind.) Start the eating column with purples. Eat them at the first spawn. Then don't stop killing and eating. With minions being obliterated you'll be stacking 5 - 10 - 15, or maybe more insps, and that's not including the blues and greens.
  8. Reptlbrain

    Spines/Fire/?

    Also possible for Tentacle IOing, the two accurate tohit debuff sets, for different defense bonuses (+recharge, +end and/or +acc).

    The only problem is that 5 of your last 6 slots have to be dedicated to the power for this.

    Warning: the Tentacles are pretty narrow for a cone.

    Energy Torrent does knockdown (unless critters weak to kb), including bosses that don't have resistance. It's also quite a bit wider-angled than TT.
  9. Quote:
    Originally Posted by Enantiodromos View Post
    That would leave me with.... 18.75% total bonus on confuse duration?

    Is the secret that this is a separate +% to the base, rather than additive with ordinary enhancements?

    I don't get it. Not that I don't get that global recharge, damage, or accuracy aren't a lot more important than confusion duration, but. Is this the kind of bonus people are shooting for, building in set bonuses?

    Am I thinking about this all wrong? (Aside from going rather out of my way to get as much confuse duration bonus as I reasonably can?)
    I think you may be the first person in the history of the game to shoot for stacking confuse bonuses. I believe it's just regular additive; i.e., you've added a DO's-worth of bonus to 2.25 seconds of confuse.
  10. Isn't Elec/'s Handclap a radial knockback power? Certainly less useful to pair with /Dark's PBAoEs.

    Back in the SO era, when my only high level scrap was a Claws/Invul, and perhaps not too coincidentally after the Global Defense Adjustment made him no longer idiot-proof, I tried to make him into a "Scare-per" with the Presence Pool fears. He still has the dark epic, but the Presence Pool was a major mistake, and not much fun at all. (Sure, he didn't have the /DA stacking going, but man those powers blow.)

    Unless you really need an immob (and maybe you do), TT is pretty disappointing on a scrapper. The cone's arc is narrower than a defender's and narrower than Energy Torrent's.
  11. Quote:
    Originally Posted by Local_Man View Post
    Bonfire is really nice to prevent ambushes from surprising you. (I needed some salvage to make a few IOs recently so I did an AE mission -- which had wave after wave of ambushes. Bonfire allowed me to survive.)
    This. I love Bonfire, too, for its looks and its utility (and its un-slot-hungriness, IO muling notwithstanding). 'tis also a beautiful power in tight spaces, like office buildings, or a way to (somewhat messily, usually) lump two close spawns together, though depending on the i16 settings, this might be less desirable.
  12. Reptlbrain

    i16 choices

    So, I've run all the existing Scrapper powersets at least to 37, with the exception of Martial Arts, Broadsword, and Dark Armor.

    I basically want to try them all except for Martial Arts (is it the gunshot ricochet knockdown? the silly tier 9? dunno).

    So the question is for i16: Elec/Dark and Broadsword/Elec or Elec/Elec and Broadsword/Dark?

    I'm leaning toward the Electric split, especially because Broadsword/Dark looks like it would be unpleasantly end-y, and the ELA recovery tools and +rech might make Broadsword more wieldy. (Is that a word?)

    Other arguments for and against either pair?
  13. Quote:
    Originally Posted by Kale_Dun View Post
    I've recently made a return to my old fire/rad/psi and have found that I am immensely enjoying the experience now. I am mostly a solo'er, but I tend to find the spawn sizes boring and small without some kind of team.
    This was why I turned to hunting in the Shard. Is the toon 50 already?


    Quote:
    Originally Posted by Kale_Dun View Post
    1) How useful is EM Pulse for soloing? I imagine having an extra AoE hold + foe end drain + decreased regen is extremely handy, but the -recovery to myself makes me cringe at the thought.
    Not completely useful if you intend on exclusively soloing. Somewhat handy if you want to lock down a spawn of bosses like on the ITF, stacking it with Cinders then letting Choking Cloud do its thing. You already have a less powerful but perma-able -regen in LR. Having Cinders, EMP and Char are pretty useful for grabbing three sets of IOs that you need for recharge (4 Basilisks) or defense (6 Lockdowns) bonuses.

    Quote:
    Originally Posted by Kale_Dun View Post
    2) What powers would you call key for this set? The toggle debuffs, LI, hotfeet, choking cloud, and fire imps kind of go without saying, but is there anything else that will make or break my solo experience?
    Does LI mean Lingering Radiation? Accelerate Metabolism is absolutely vital for the +recovery and +recharge. Throw in Fire Cages and Flashfire as your all-purpose crowd control/containment setter-uppers. Ring of Fire is likely skippable (you have Mental Blast?) unless you want an IO set mule or want to take on AVs. Smoke and Bonfire are not necessary, but can be useful for setting up/cutting aggro/adding a tiny -tohit debuff and positioning/damage (provided critters are constantly caged) respectively, or can be set mules (namely Dark Watcher in Smoke for +5% recharge in 4 slots and the slot-expensive Kinetic Crash in Bonfire--+7.5% recharge in 6 slots).

    Do you have Hasten to stack with AM?

    Quote:
    Originally Posted by Kale_Dun View Post
    3) What kind of bonuses should I be aiming for during IO slotting? -KB is a given. Ranged Def? +Reharge? +Recovery?

    4) How much -KB should I be looking into getting? is 1 IO adequate for the majority of soloing, or should I bump it to 2? He is a flyer (concept reasons) so I don't have the luxury of acrobatics to help in the -KB.
    Usually Ranged defense and Recharge are mostly exclusive: both usually take 5 or 6 slots to grab, so you can best build for one or the other well. If you were building for defense, I would try to take Box/Tough/Weave, an almost impossible task if you want to grab Hasten and Flight and Fitness and the AoE in Psionic Mastery, which you absolutely want. (One other option for defense is to take either Ice or Earth epic and build exclusively for Smash/Lethal defense, rather than positional, which would be easier.) Your control, RI, and Indomitable Will (pre-empting mezzing) mostly work as a good substitute for personal defense.

    I would build for +recharge and +max end bonuses since you don't have "innate" defense like an /FF. Enough recharge and one of the PBAoE holds could be skippable. End bonuses are probably more useful than recovery (picking up Portal Jockey and Atlas Medallion help immensely here). Entropic Chaos or Decimation (better stats) can be slotted in Mental Blast (or Ring of Fire) for both +end and +recharge. Impervium Armor in Mind Over Body for more +max end. 2 Eradications in Hot Feet for even more +end.

    A Lockdown hold proc is not a bad idea in Choking Cloud, either.

    Do you Hover while you fight? Then one -kb certainly. (Do you cast Hot Feet then take off?)
  14. The tactical flexibility of the variety of slows is handy, but you're neglecting that Ice Slick is a slow as well. Slick and Sleet stacked give a much better knockdown rate than Sleet alone, and tend to keep critters bunched for AoEs (provided your knockbacking teammates don't muss it). You're right that Slick is less useful in the higher levels, but in the teens it's usually priceless--especially since Cold can't get Sleet until 35. If it really stinks you can respec out of it. (The other nice thing about Slick is that it is not slot hungry, especially with Hasten in the build.) Having both also means you can lay down two knockdown patches as needed. (You know, so the blaster can torrent one clear and the Fire troller can immob in the other...)

    A couple slotting/IOing comments:
    Snowstorm is overslotted for endredux. You could probably snake a slot from there, drop it in Superspeed, and add two more BotZs. If you can afford the -kb, you can easily grab the other two and bump your ranged and AoE def by 3.13%. Even if you don't do this, the BotZ run speed is a must over the plain IO.

    Depending on how valuable the recharge bonus is from Expedient Reinforcement to you, you can (if you can find another slot: Maneuvers, I'm looking at you) get +4.69% AoE and +3.75% Ranged def by switching to Blood Mandate 6-slotted.

    Finding slots may be a problem, but Shieldbreaker in Infrigidate is also dandy for personal defense.

    A couple questions:

    Why the Reactive Armor in Arctic Fog? The defense bonuses are nice, but not great. Frankenslotting it for defense and resist, keeping the Steadfast, would be better, I think. Each "SO's-worth" of def gets you another 1% at all positions.

    A bigger philosophical question; what's all the recharge for? Very helpful for Benumb, Sleet, Heat Loss, Hasten, and Ice Storm. Maybe Block of Ice, though it's pretty well-slotted. Are a couple 6.25 and 5.00% bonuses worth a few seconds? Or would you be better served to build for more personal defense or something else?
  15. Quote:
    Originally Posted by MrSuzi View Post
    With the AoEs having .9 and .8 Acc base, I think Tactics turns these powers into 95% hit chance, which is great.
    This certainly makes tactics helpful*--and being a /kinetic when tohit debuffs are flying, it's important too.

    Quote:
    Originally Posted by MrSuzi View Post
    Yes the 4% def(all) is pretty marginal, but its something, and I share it with my team. If a team of 8 each 'shared' 4% def(all)** the team would have 32% def!
    And how many teams have you been on with 8 people running Maneuvers? Ever? (And if you're on a static team, with this plan, then you don't need to IO +def all over the place) Sharing mezzed mobs (-bosses) thrown and packed into a corner for delicious Fulcrum + AoEs is nearly always a better thing to share with the team.



    *Both my Ice/Kin and Grav/TA have Tactics, though it's somewhat redundant on the /TA.

    **Scrap/Tank/Blaster Maneuvers is a little shabbier. Try 2.something%.
  16. Reptlbrain

    Stupid Healers!

    Quote:
    Originally Posted by Mechafang View Post
    So Forcefield....

    How bad is it? Am I likely to die of boredom by level 5?
    You get bored in less than half an hour?!

    My experiences

    Leveling without Stamina and with Aid Other. Not so much fun.

    Respec'ing into Stamina, Fighting, and softcapped (range) def in the 30s: PEW PEW PEW!
  17. Quote:
    Originally Posted by Neutrino_Siphon View Post
    Edit: And! Since you're Grav/Kin, you can spawn Singy in a large group and his Fulcrum Shift. Bam! Super Singy.
    Bad idea. Singy's repel will muck up this move.

    I have an ice/kin whose build resembles MrSuzi's quite a bit in terms of IO slotting--with roughly the same amount of Ranged/AoE and a little more Melee defense. (My grav respec'd out of Propel, because of the animation time. I imagine it would seem even worse on a /kinetic.)

    An argument for Wormhole, per MrSuzi's build. The +4 defense (all) from Maneuvers for the team really isn't that useful. Fully capped defense for a team is often better than mezzing a spawn (not dependent on reacting, targeting, spawn spread, or activation times), but +4 ain't gonna provide near as much protection as an almost constant Wormhole that a hastened, siphon-speeded grav/kin can put out.

    Wormhole also will be of more use while leveling, because the character's main self-defense of +def (ranged) is something that won't be achieved until the 40s, since most of the defense bonuses require six slotting. The +def (ranged) is very nice for Wormholing* actually, since you don't have to hide behind something.

    Skipping Wormhole also means missing out on the chance of combining two spawns into one for maximum Fulcrum Shifting/AoE carnage, for when you're not playing on full teams. It also means missing out on Wormholing critters into the ceiling and sky, a source of (in my case, nearly endless) chuckles. As said before, if you take immobx2 + holdsx2 + pet only from primary, you should select Fire as a primary. (Yeah, yeah, I know.)

    Always standing at long range also minimizes some of the benefits of playing /kin; it means you can't take full advantage of Fulcrum Shift and Transfusion (if needed).

    Using MrSuzi's build, I would sub out the Leadership powers for Hasten and Wormhole, slot Wormhole with Stupefy and put Blood Mandate into Singularity in place of Expedient Reinforcement.


    *Ahem.
  18. Quote:
    Originally Posted by Heraclea View Post
    If you're willing to run the risk of getting just junk, go ahead and random roll your merits. I'd at least save them till 47 --- you can always roll at lower levels, but you can't roll at higher levels until you get there.
    Again, the wrong advice: you can't roll level 33 enhancements at level 47 (and thus can't use them in the character's life (30-47+)). Rolling at 47 also won't get you the most valuable recipes (at least for the sets that extend to 50); you actually have to be 50 roll those.
  19. Quote:
    Originally Posted by SwellGuy View Post
    With Issue 16's SSK, does the window shift to 5 levels instead of 3?
    No, the limit on set bonuses still working is still +3 levels.
  20. Quote:
    Originally Posted by Heraclea View Post
    But if you convert your merits into inf, you turn them into an asset whose value has trended nothing but down: salvage you used to be able to buy for 5K now sells for 150K, etc.
    Here's where you're missing the point. You convert your merits into influence (via rolls, especially, for normally the greatest return), then convert that influence into

    Quote:
    Originally Posted by Heraclea View Post
    chosen enhancements, you have converted them into an asset whose value is relatively fixed: you or another character can always use them.
    Although market goods have tended to inflate, there are also downward trends (hero-side, anyway). As the predominance of MA teaming has driven up common and uncommon salvage prices in most cases, conversely it drove down the price of a whole slew of rares, stabilizing most of the second and third tiers at around a million apiece.

    And I dig the use of "boughten."
  21. I strongly recommend the 35-39 'TF roll'. You *might* wait until 33 (remarkably patient to have grabbed 350+ w/o spending, so you could probably make it), because most lvl 33 recipes sell for at least a few more millions than their lvl 32 counterparts. Rolling from 33 only the snipe results have a chance to be lvl 35.

    (I've been doing lvl 25-29 rolls as an experiment and the results are shabbier, monetarily, than 35-39, but still have produced a number of treats. Screenie from the last time--I think--I rolled 35-39 with the exact same strategy you are using. Say, that reminds me, the Kinetic Combat "Cs" are stratospheric at level 35 now, and I bet some folks would dip down to 33 to grab one...)

    If you do end up buying the Miracle proc, check the 20 and 40 recipes and crafted, to see which one to grab.

    Please do not take Heraclea's advice to buy pool As. They are way undersold versus their straight up merit costs. Somewhere else she has claimed that none of her characters have ever amassed more than 35 million influence (or even as little as five million). Fulmens spent one billion for laughs.
  22. Quote:
    Originally Posted by DSorrow View Post
    I would actually take Screech because while it doesn't do too much damage, it's the best ST -RES power in Sonic Blast. It does the same -RES as other sonic attacks but the duration is much longer
    Did not know it had -res as Mids' didn't list it in the window of effects. Looks like it's time to give up the Force Bolt proc experiment. To Mids'! Then Jack Wolfe!
  23. I have an FF/Sonic of slightly higher level and found that IOing with sets to the defense softcap (ranged and AoE) made the toon twice as enjoyable. It's not terribly difficult if you scrap the Medicine pool for Kick/Tough [with res/+def Steadfast]/Weave. Getting rid of the very lengthy and stand-stilly Aid Other was part of this happiness. Tell folks they're responsible for their own healing, what little they need to do. Put the Sandman proc in your Sleep as Hindenburg has done and Voila, you've replaced Aid Self, which you don't need much anyhow. (Add five Lethargic Reposes and you've scooped up some defense to three positions for *really* cheap, influence-wise.)

    With a soft-capped self, you slot Repulsion Bomb for Damage/Recharge, not stun.

    I would also push recharge and drop Shout rather than Scream, since you can change the first two blasts a lot faster when working a single target, and actually build more -res that way. Shout's rooting time and shorter range are irritating.

    The thing I miss most is probably Tactics, since fighting +4s is not much different from fighting +1s with high defense.


    As far as Epic sets, unfortunately none of them match the cone-iness of /Sonic. (I ended up choosing Psychic Mastery for the early Hold--way better than Screech, more dmg, quicker rech, longer duration--and the potential of slotting Basilisk's Gazes [def, recov, and +rech in 4 slots!] and the Psi res, for one of the holes in Force Field.)
  24. Quote:
    Originally Posted by Basilisk View Post
    Actually, what I'm talking about is when you go into the AE window to trade your tickets. Under the reward rolls tab, you get the choice of 6 different common salvage rolls: level 10-25, 26-40, or 41 to 50 tech or arcane salvage. The description that they give for these rolls is "Purchasing this reward will grant you a random roll for a common piece of [origin] salvage within the level [range] range."

    What I'm proposing is to change that description to something along the lines of: "Purchasing this reward will grant you a random roll for a common piece of salvage from the following list: Ancient Artifact, Luck Charm, Clockwork Winder, Spell Scroll, Spiritual Essence, Runebound Armor" (in the case of the 10-25 Arcane roll. Change as necessary for the others)

    My feeling is that half of the problem is that a lot of people, myself included, don't know offhand what they're likely to get from a level 26-40 Tech roll.

    If I'm looking for a luck charm for my recipe, I've only got the information to guess that it's an arcane roll without going outside of the game
    You've already got nearly all the information you need. You're looking for salvage for a recipe, right? You have the recipe. It is level x. If level x is 25 or less, you roll on the 10-25 tier. If level x is 26-40, the 26-40 tier. Almost (but not all) recipes require one tech and one arcane common salvage. You can probably guess which is which.
  25. Quote:
    Originally Posted by Heraclea View Post
    The Golden Rule says that you should treat other people the way you'd want to be treated yourself. "Buy low and sell high" violates the Golden Rule. You can figure out why; it's not hard.

    The problem with underselling on the market for moral reasons is the likelihood that whatever you sell will end up in the hands, not of someone who's going to use the salvage, but someone who will relist it for closer to the going rate to make an unethical gain. I'd rather vendor the surplus myself.
    And by vendoring the surplus, you cut supply, leading generally to a rise in prices. Your adherence to "ethical" behavior is selfish, benefiting only yourself (your conscience) and costing others thousands in influence. In addition, flipping an item takes influence out of the system overall, providing a damping effect on the inflation that seems to worry you.

    How I want to be treated, or, the Golden Rule of buying low, selling high:
    a) Someone buying cheap moves salvage out of my inventory. I'm happy and they're happy with the bargain.
    b) Pay more than the going rate? I'm happy to get my crafting done fast, thankful that they've stored salvage for me, and they're happy getting the cash.