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Posts
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Joined
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Calculations:
Pre-ed 5 slotted Fire shield with no slotted tough= 95% smash/lethal resist.
3 slotted fire shield + 3 slotted tough= 70% damage resist.
However, due to the resistance cap of 75% you are only 5% less resistant with ED if you slot that way. Basically, smash/lethal won't ever bother you. And you're at double the fire res cap, so pick magic origin and become immortal to those damnated behemoths -
There is, afaik, no interrupt time. Which means you can superjump up, bring them out of the air (using an overhand smash from 40 feet away is fun
), and start wailing on them. Enjoy
Also, IMO cloak of fear is better than oppresive gloom when fully slotted (even with your disorient). For PVE, when 3 slotted it rules minions out of the fight completely. For PVP, it can (if you're lucky) fear a character out of the way. If you combined it with a fear-inducing power from the presence pool, only a DA scrapper would have the means to get past it to attack you.
edited for typo on PVP. -
What levels are they? If you aren't using heavy DO's or SOs, enhancements don't help much. And slug does more damage than shriek anyway. But here is the breakdown:
Ice: Slow effects, smashing/cold damage (lethal?), fairly high end cost.
Fire: Damage over Time, fire damage, area of affect attacks come earlier
Electricity: Endurance drain, energy damage, a utility set with holds and a pet
Energy: Knockback effect, energy/smashing damage, giant energy bolts which send people flying. The coolness.
Assault Rifle: Higher accuracy to compensate for draw time, has some knockback, smashing/lethal damage, no nuke but a lot of cones, knockback, and a stun.
Archery: Smashing lethal damage with a bonus to acc. never really tried it.
Hope that helps -
You would not believe how much fun it is to just heal up and fight on when to your side all the elude/MoG/unstoppable heroes faceplant. That, and when absolutely no minions can even touch you, who needs a timer on your "arresting" spree?
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Fire/anything isn't PVP build, due to high-end AoE powers. AoE aren't needed in PVP, and fire has no secondary effect. Ice slows people down.
The best PVP blaster I've ever seen is Plight, and he plays elec/elec. The end drain on that is REALLY annoying, and useful. No-one can hit you if they can't recover endurance.
In fact, he'll probably be here to see "omg I pwn j00 all" soon -
Thanks for organising it Kin, shame about the damn people who completely ignored everyone else, used heavies, etc etc damn jerk hackers
On a brighter note, it was quite fun seeing GW remind everyone precisely why Dark Armour owns you -
Ooh can I bring Seriphos? I've been meaning to do that TF for ages now. That, and an exemped TF might just clear the debt I'm going to earn with the RV attack
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Like I often quote John Travolta in fly-debates: "If you are important, people will wait."
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You're forgetting "Aggro's law". At some point someone, normally a blaster or scrapper, WILL go insane and start hitting things out of sheer boredom. Ever tried flying to a team wipe in progress? SS or SJ and you save the day. -
Fire/fire is a matter of aggro management. The big hitting attacks are aggro, and both sets are AoE based. What they mean is, fire/fire is BRILLIANT at drawing aggro. It irritates tanks (especially lumbering, slow stones
) to no end, because they have to keep saving your behind.
But I'm working on a fire/energy, and the trick I've found is to stop them hitting me quickly. Build up+fire ball+fire breath leaves most things on the floor, very much arrested. If not, power thrust them across the room
So basically, it all comes down to the player. If you are an efficient fighter, that is to say you do the most damage to the person closest, with fire/fire they don't get to hit you. They're suffering major burns. -
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My stone tank is a big lumbering beast (I don't even use sprint
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Sprint detoggles granite. Only swift and SB can affect a granite tanker, since they can't jump and any movement toggles mean granite is switched off.
But if you want concept, stone or SS. Big "HULK SMASH!" type powers that look good coming from a hulking piece of rock. For damage, I recall Battle Axe getting a level 4 attack which has a higher brawl index than midnight grasp, my main's final power. Of course, being a tanker the damage is reduced, but still.
Oh, and stone/stone has stone mallet. Come on, it looks so cool! -
But REAL heroes arrive to the battle before it starts, not halfway through the finish
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Bah, I was hoping to level up a bit before I showed up again at RV. But can I bring Seriphos anyway? I have a score to settle with shark boy
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For fun, I think SJ is the best. Slower than SS, but there have been times when I have beaten TPers to a mission, from the same start point (albeit barely so). It's a really great power to use, and helpful around missions. Plus, CJ is like a mini-travel power, and offers useful immob protect.
SS has probably the best prereq in the game, hasten. Also, it's extreme fun to zip around at over 100mph (thats swift, sprint, SS 1 slotted), but it lacks vertical movement. And since you are claws, hasten isn't quite as needed. But moving about is useful to allow your healing to kick in.
Fly: Fun, and safe. However, INCREDIBLY slow. I think 3 slotted it's something less than no slotted SS. With a regen you can easily afford the end cost, and Air Superiority is a nice move, good for taking shockers etc out of the air.
TP: Only had a few levels of experience with this, on my old rad/rad before he got deleted *bangs head on wall*. It's the fastest power when used right, with a major end cost which is helped by regen. Slots aren't needed, but 6 slotting it does help. You pretty much need it binded, and if you do get it just type /bind z powexecname Teleport, and you get point and click tp.
Hope this helps (sj ftw!)
EDIT: Also, which fitness power? If swift, SJ or Fly, if hurdle, SS. Especially since hurdle with SS can REALLY increase travel times, there are quite a few places in Terra Volta that hurdle can *just* reach. -
The only things that went wrong were a) the large number of people who left after the final costume contest, so there were only really 3 people doing the unnanounced dance competition, and since it was unthemed it meant Gank's "Do the robot" dance got pwned by Tyl and Chesty, and b) the dance off was not set to music. Next time, can we get evolution to tie music into the party, so Tyl can do that song and dance perfomance she promised us
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dark secondary scrapper - generally weak, esp in pvp
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Lies! and slander!
DA is a tricky set to get used to, I'll admit. In fact, at first I bodged it up. But I think Seriphos has more utility than other scrappers do. He can fully heal himself from 2 mobs. He can resist every effect except knockback and slow. Also, DA has psionic resistance, which is incredibly fun. I can walk into red rikti groups side by side with any other scrap, and odds are I'll be the one walking away. So the build sucks in PVP, there are workarounds to that (using the utility of DA's fear, disorient, and damage auras coupled with the built in fear of DM and disorient of MA are some that could work), and it's a heroic thing to walk towards a portal spewing +2 behemoths at an obscene rate, and not only take it down, but a large amount of them as well.
Dark melee has an alright damage output, a heal, a hold, a fear, some damage, an endurance heal, and a self buff in it, and a built in accuracy debuff to every move. Dark armour has resist to pretty much all effects, damage aura, fear aura, disorient aura, self resurrect, nice heal, a stealth power with no movement penalty and good damage mitigation. It can't absorb physical damage like Invincibility, it can't fight endlessly like regens, has no regen/SR always-on powers, and it lacks a God-mode like the others. It is, IMO, the devices of the scrapper secondaries, able to turn it's hand to many things and be useful, but it costs a hell of a lot of endurance.
Sure, we have no God mode buttons. But zap us with Regen aura and Adrenaline boost, we don't need them