SevereCalamity

Mentor
  • Posts

    190
  • Joined

  1. Yeah I rolled my new FA character with MA, to check out the new MA and FA buffs. I think I will try KM/WP just as something really surivable and cool looking (and not shields), also I won't mind if I'm stuck in the longish animations with WP. Gonna miss out on that double stacked PS with AAO and shield charge though. Also PS with fiery embrace and burn would be sick DPS too. Ohhh so many scrappers so little time.
  2. Quote:
    Originally Posted by Bill Z Bubba View Post
    I went KM/SD on a scrapper. Watched my damage buff tag 125% at level 6 last night. Saturate AAO on top of that, go for max recharge for the tightest attack chain I can, see what kind of DPS I can push out.

    My only question is this: If the tier9 has a 20% chance of insta-recharging Power Siphon, does it cause PS to doublestack the damage buff if you're lucky enough to fire it off again while PS is up? (If this has already been answered my apologies.)
    I believe so, Bill. I didn't play the set much at all in beta because I wanted it to be fun when it went live, but from what I've read it does stack twice. I think it's pretty much impossible to have it up more than that.
  3. SevereCalamity

    Km/fa

    That is a good point, I dont have Quick Strike in my build. I would miss some of the set bonuses from decimation being slotted in Focused Burst. I wonder what would make the biggest impact...
  4. SevereCalamity

    Km/fa

    I believe the stacking damage buff from power siphon only comes from kinetic melee attacks. So you're going to want as many of those as you can so you can get a nice stack going quickly.
  5. Yup. It's still going to come to DVD/Bluray and I'm going to buy it. It's targeted at a very specific crowd so not everyone is going to enjoy it. I thought it was about as good as I expected it to be, it made me laugh and giggle with nerdy glee.
  6. I enjoy Dechs' guide. I would start there for sure. Tri-form warshade plays totally different from a peacebringer. And by totally different I mean totally more awesome. My own personal opinion of course, playing a warshade only in human form is kind of selling yourself short.
  7. I have been in Omega Factor for a few months now and the guys (and girls :P) are awesome there. They are very helpful and made me feel welcome right from the start. I also know quite a few other people on the server and Pinnacle is generally a good place to be, great community and people willing to help. Active TFs, mission teams, and some really good PvP too.
  8. SevereCalamity

    Km/fa

    I've been trying to decide between a KM/FA and MA/FA for the GR launch tomorrow, and I've made a build for each. This build here has more recharge, damage, accuracy, and a little more regen than yours, but with 116% end instead of 121%, .1% less end recovery and 1.5% less health. I feel like the barely noticeable drop in health and with consume covering most end issues now, the damage and recharge increase is worth it. With the longer animation times, you should be able to keep a constant chain of body blow, smashing blow, focused burst, and dark blast. I skipped the cone attack, as I've never been a fan of knockback moves on scrappers. I also grabbed SJ as opposed to temp protection, because I like travel powers. I noticed you didn't have one in your build, so you could just swap the two to make it more like yours.

    On top of the improved damage, recharge, and a solid attack chain, I also have it set up so that there is enough passive positional defense so that you're defense capped when you hit shadow meld. My game plan is to pop it before I jump into a fight to help take the alpha and allow me to do more damage. Shadow Meld will be up every fight, twice if the fight takes a little longer than expected.

    Also note that hasten isn't turned on by default in the build.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Body Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(7)
    Level 1: Fire Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(7), ResDam-I(9), S'fstPrt-ResDam/Def+(9)
    Level 2: Smashing Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(13)
    Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(19)
    Level 6: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(19), Sciroc-Dmg/Rchg(21), Sciroc-Acc/Dmg/EndRdx(21), Sciroc-Dam%(23)
    Level 8: Power Siphon -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(15), RechRdx-I(25)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(23)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40)
    Level 16: Plasma Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(27), ImpArm-ResDam/EndRdx/Rchg(27), ImpArm-ResDam/Rchg(29)
    Level 18: Burst -- Oblit-Dmg(A), Oblit-%Dam(25), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(39), P'Shift-End%(42)
    Level 22: Super Jump -- Jump-I(A)
    Level 24: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
    Level 26: Focused Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(34), Decim-Acc/Dmg/Rchg(40), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(46)
    Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Concentrated Strike -- Mako-Dmg/Rchg(A), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg(39), C'ngImp-Dmg/Rchg(39)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(40)
    Level 38: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(42), ResDam-I(42)
    Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(43), LkGmblr-Rchg+(43), LkGmblr-Def/EndRdx/Rchg(43)
    Level 44: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46)
    Level 47: Shadow Meld -- LkGmblr-Def(A), LkGmblr-Def/Rchg(48), LkGmblr-Rchg+(48), RechRdx-I(48), RechRdx-I(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
  9. Airhammer, you're absolutely right. The low resistances in FA do concern me, and was the major point in my thread over in the beta section. People have a tendency to focus on the KB protection thing more than anything though, and honestly that doesn't factor in for me in my decision for selecting the set. Like others have said, and I agree, it's easy enough to fix the hole with Acrobatics or an IO, but that still doesn't make it right that it's there to begin with. I'm much more worried about the overall survivability of the set, as it's supposedly lower for the sake of having more damage. I don't believe the damage it does compensates for the damage it takes, at least on a tank. That's why I'm giving it a roll on my scrapper tomorrow. Maybe I won't like it, maybe I do like defense based and regen based classes more.

    It's just a shame because I really just want to burn things, so maybe I'll just have to settle for being squishy
  10. Quote:
    Originally Posted by sprintstnyc View Post
    Man, I don't get the "if you need IOs the set sucks" people. I'm a latecomer to the world of defense base sets - I played mostly resistance and regen sets - and defense sets (like shields) BLOW until you've spent tons of money on IO sets. God help you if your primary doesn't have a heal (IE, you're not dark melee).

    I find it less onerous to slot a -KB IO or two into FA than slotting dozens of expensive IOs into all sorts of powers I HAVE to six slot (even if I didn't want to!).

    FA is a lot more functional at the SO level, IMO, than SR/Shield/etc. Resistance-based sets are easier to "gauge" incoming damage than defense sets. YMMV.
    You are most definitely welcome to your opinion.

    I believe shields is good without IOs. Against all odds and shield charge don't require capped defenses to destroys entire spawns before they even get a chance to hit you. Shields also has a lot more going for it than just damage and defense. It has a decent smashing/lethal resist in a toggle you always have on anyway for defense, it has good mez protection, it has a very good +HP passive ability and a T9 that isn't based around you being dead, although I'm not really a fan of any T9 "uber powers" with a crash anyway.

    You also say that slotting a KB proc or two is cheaper than slotting expensive sets to get defense capped. I'll agree with you there, KB IOs are not very expensive. But comparing a /fire scrapper with a couple KB IOs to a defense capped /shield scrapper is a little ridiculous, which I'm sure you understand. The way you worded it was just a little awkward for me. Sure the /shield costs a lot, but you get what you pay for. Honestly my planned MA/Fire scrapper is going to cost twice as much as my defense capped Elec/Shield, and it still won't perform equally. I'm going into this fully understanding that. But there's just something appealing about ninja kicking dudes in the face while setting them on fire that is just too hard for me to resist.

    An SOed out /shields MAY be only a little more powerful than an SOed out /FA depending on the situation, but the sad truth is that IOs are a large part of this game. Ignoring that fact is a little ridiculous at this point in the game. I play with quite a few people who won't even start a character without an IO build in mind. I have a fire tank from back in the day I can't even touch anymore, because there's really no reason to play him over my shield scrapper. He kills this faster and is more survivable. I'm hoping the changes to fire will be more noticeable on a scrapper.
  11. I agree Shields still majorly outperforms FA. I agree the KB hole is ridiculous. I actually started a thread about it in the closed beta section. From a min/max standpoint there is no reason at all to play fire over shields. I'm still making a FA scrapper anyway. I have crazy karate guy with fire stuff idea, and I don't care if he sucks

    In all reality, I do hope FA gets looked at again in the near future. It needs a little more to be on par with other sets.
  12. I haven't played a fire character since my fire tank way before ED. I wasn't too impressed in closed beta with FA on a tank, even after the buffs. I plan on making an MA/Fire scrapper as my praetorian on Tuesday, just to see if the set's damage on a scrapper makes up for the lack of defensive mitigation. Having access to Shadow Meld will be very good for FA on a scrapper, and will help to allow me to get my damage on for the first few seconds of the fight before I start getting torn into. It will be a long road up to that point though.
  13. I thought the movie was pretty clever. I've read the graphic novels and while there were a few big differences, Wright did a good job conveying most of the story in the short duration of the movie.

    It was definately targeted at my generation, those born in the early to mid 80s who grew up playing 8bit games and who are still young enough to get into the guy trying to get the girl story. I'm 25 and went with my girlfriend and a group of friends my age. Most of the ladies didn't care for it, and all of the guys simply loved it. We're all into the video game/comic scene, so we get the references and the humor. My father came with us and didn't get any of the references, but there were enough funny scenes for those who aren't into video game culture and he had a good time.
  14. Quote:
    Originally Posted by Benchpresser View Post

    Thematically I understand the no KB protection in Fire but in DA and Definitely in Nin it makes NO sense at all. At least with FA I can take Temp Protection (at some point in a build you will hit a level where you don't have any 'good' power choices) and chuck a Steadfast in it without any Build juggling. DA and Nin don't have that luxury and either have to sacrifice a slot somewhere that could be out to better use. (Stalker DA excluded- ty Shadow Dweller) I'm with bAss- I am very disappointed that the KB hole still exists and will be with us for a while. Maybe when Nin gets ported to Scrappers we can get that fixed at least!
    I wish I had your view on things. I wish I had a level where I didn't have any good power choices. I'm very torn between losing a power pick for acrobatics and wasting slots for an IO I shouldn't even have to slot on a melee character. Why should I have to slot a knockback IO in combat jumping when another scrapper can put a LoTG: +Rech IO in it?
  15. Quote:
    Originally Posted by StratoNexus View Post
    First, its 2 armor sets that do not have KB protection. Pretty much everyone else in the game lacks it (Khelds get it in Dwarf, I am unsure how VEATs fare here). Rather than think of it as only two sets that lack KB protection, I generally think that there are X number of sets where I can get KB protection without dipping into pools or IOs and that X is a minority of my choices.

    Just because is not the reason sets lack KB. There does not need to be a game balance reason to implement a design. Sometimes the concept is more important (or else why even have blasters at all ). Balance must certainly be considered, because if the concept and design implementation fall out of a good range, then it is likely you will have issues.

    However, I can see your point. It might be pretty stupid that Shields, Willpower, Regen, Electric, and Energy get KB protection (although I like the way Electric's KB protection was implemented and it seems to work concept-wise). It may even be a bit silly for Ice and Invuln, although I see a strong case with those two sets. SR, Ninjitsu, and Stone have a pretty solid reasoning for KB protection.
    I see no reason why SR should have KB protection as opposed to DA or FA. Conceptually, FA and DA should be more sturdy because of their "armor" status. If anything SR shouldn't have KB protection if you're just going by concept. I imagine someone light and quick on their feet as an SR, so if you're unable to dodge the attack, you should get knocked around.

    Actually, that also makes a great point in game. Defense based sets are built around avoiding the status effects to begin with, making status protection even less important to them than resistance base sets who are almost always going to be struck.

    The point is, even bringing in concept and disregarding balance, there is no reason why FA and DA shouldn't have some sort of KB protection.
  16. I agree with Bill 100% this time around. Just because is a bad reason when all of the other melee sets get it for no apparent reason. While it doesn't make the set unplayable to me, I don't mind slotting a few -kb or picking up acrobatics if I have to, it just doesn't make any sense that FA and DA have to fill a gap other sets fill for no reason whatsoever.

    Anyway, to get back on topic, the -kb doesn't really lower my interest with checking it out after these changes, but it still bothers me that there is no reason why it doesn't have -kb.
  17. I still dont' understand why Fire and Dark Armor don't have KB protection. Is there any particular reason that I'm unaware of?
  18. I plan on giving FA a whirl. I want to make a Kin scrapper, so I'm trying to decide between a Kin/WP or a Kin/FA for my praetorian character on day 1.
  19. I'm still leveling my warshade and I definitely don't qualify as a casual player, but I just thought this was a really cool idea. Nice work.
  20. Quote:
    Originally Posted by Biospark View Post
    This change does not sadden me at all.
    The Damage is still great and the fact that you even get a damage dealing power in a defense set is soooo nice. And finally, 150sec down to 90sec. So instead of using it every other fight, we can pop off every fight ? Excellent
    Well the base recharge on live servers is currently 90 seconds. On test it was changed to 150, and now back to 90 again. So compared to live right now there is going to be no change in the recharge, just the damage.
  21. Another great guide. Thanks, I've bookmarked this for future reference.
  22. Been looking forward to some FA buffs. Nice.
  23. It looks like they are looking into it, thanks for informing them, Bill.

    I've also been waiting very long for missions, which is irritating after I spend lots of money upgrading my computer so I don't have to wait. I have a short attention span, so while I'm waiting for the mission to load I'll alt-tab out and get into something else and forget I'm even playing the game.
  24. SevereCalamity

    Dark vs. Thermal

    I believe it depends on your primary too. I like dark a lot, but I find thermal works way better with demons because they like to scatter all over hell. It's impossible to keep them close enough together unless you have them all shoved into melee, which is bad if you want to use their cone attacks to their fullest advantage. Also the thermal shields are a huge pain in the *** after a while. Traps is a really good set too, with the right primary.

    Personally I find bot/traps to be the best mastermind you can possibly make, for offense and defense combined. Nothing can stop you when you AND your pets are all defense capped and have mez resistance to pretty much everything, along with good debuffs (-res/-def/-rech/-regen), an okay AoE puking/hold effect (with the lockdown proc poison trap is a lot better), seeker drones to take alpha strikes, and a decent aoe attack in trip mine. /Traps alone is just an okay set, but combined with robots it's amazing.

    In short, you should be able to solo AVs with a lot of secondaries, but your primary should play a role in deciding which secondary you decide on, depening on personal preference and how you play your MM.
  25. Quote:
    Originally Posted by Nalrok_AthZim View Post
    he eats endurance like he eats souls.
    Haha, I like that.