-
Posts
1021 -
Joined
-
Mid's has an update today? Nice!
(kin/fire with high recharge is my current plan for starting a new toon with GR, also... although i change my mind daily) -
In addition to the added animations, I'd like to be able to select a "random" option that will randomly pick one of the available options and not the same animation every time for that power. So sometimes you'll get the Martial arts kick and sometimes you get the punch. I can sort-of simulate this with costume changes, but I'd rather it be built into the game's mechanics.
-
I'm toying with the idea of doing a high recharge /regen toon and using shadow meld as another of the many "panic" buttons. The downside I see is the animation time seems a little long for my normal non-stop attack playstyle. It may be something I click while traveling between spawns so it's up to absorb the next alpha strike.
-
I've always been interested in fire, but haven't gotten it up past the 30s before I get a little frustrated with it's relative squishiness. I like the changes. They didn't shore up the defenses but added more utility to the +damage to make up for it.
-
As I see it... cobra strike is now one of the best attacks available to scrappers. And it's available early, too. How anyone could be disappointed with that is beyond me. MA's a good set now. And now it has some uniqueness in that no other scrapper set does solid control while doing max damage.
MA/something is probably going to be my "Exploring Pretoria" toon next week. -
I still have my DB/SR fully tweaked out. Here's the things he does better then the tweaked out non /SR builds I have.
1. Exemplar! I can play that toon down to level 15 and still have 30 Def to melee and ranged. I have full attack chains down to that level as well. I seriously doubt there's a better positron runner then that toon and it's his normal everyday walking around build. And level 21 (once I get access sweeping strikes) there's a real sweet spot for high damage plus vastly superior defenses vs the badguys you face.
2. At level 50 I run with +33.5 global damage (running assault) while soft-capped. Shields may trump that due to AAO, but IMHO that's a shield issue, not an IO issue. And shields can't use katana, db, claws, or spines.
3. I've never had a travel power on that toon... now especially with ninja run, I see no reason to ever want one.
4. Extreme recharge damage chains... having quickness is like having 2 free purple sets. That's not a small thing. (it's a small thing compared to AAO, but it's still a niche power)
Now... that said, what I didn't list was "ultimate level 50 greatness"... if that's your number 1 goal, then, yeah... I think /sr has been obsolete since /shields was released. But /SR is not without it's benifits. I think personally, I like the flexability I have to soft cap easily and have left over room to fill up on other goodies (like +damage, + recharge, and lower level IOs for improved exemplaring). -
Quote:heh... you know how on some teams everything dies really fast, while on other teams you may be surviving really easily, but the badguys are taking a while to kill? ... the first team probably had more scrappers. Other AT's may not realize it but the true team dynamic in this game works like this:In team play, having never played a Scrapper before, I was concerned at how I needed to "fit in" during battles.
Tanks do nothing but keep squishies alive.
Squishies do nothing but keep squishies alive.
Scrappers kill everything and keep the pace moving.
Blasters clean up the leftovers if there are any.
Occasionally there's a squishy that increases the efficency of the team by buffing the scrapper or debuffing the scrapper's targets.
And on very very rare occasions, a blaster figures out how to build himself into something like a scrapper.
I hope that explains how things are around here, and welcome to the club. -
I'd caution you though... its' going to be hard justifying playing anything else once you have that a fire/shield completely built up. Almost nothing in the game will do more damage, and you'll soon realize support toons are only needed to keep the other support toons alive while the scrappers do all the actual work.
-
Quote:2 level 50 End Mod IOs give 83% enhancement. The 3rd one only bumps it up an additional 16%. In quick recovery that bumps you from 2.59 end per second to 2.67 end per second of recovery. That's a pretty small increase... just enough to run combat jumping for example.for right now I have 3 EndMod SO's in there I'm looking at putting Performance Shifters in to it should I use something else
The Performance Shifter proc in an auto power gives on average .2 end per second (20% chance of 10 end every 10 seconds).
So, if you're at level 50 and 3-slotting the power, you're better off with 2 full enhancers and the proc. -
Quote:I second this comment. If you stop to read the stories and then speed through the mission as fast as possible, you actually clip a long at a nice enough pace that you can truly feel a part of the story. This won't be as efficient as leveling up by powering through full team missions. But in my opinion it's the most enjoyable way to level up solo. And collecting merits as you go will be a big benifit if you want money.It's good when you stealth story arcs. The mission bonuses are very good. Also it gives merits, which will allow you to buy some really expensive IOs at an early level.
This is from a Soloers perspective, in a team, just wipe the floor.
But if you're just stealthing to try to level fast... then no, that's not very efficient. -
-
It really should be paired with a dance secondary. Kind of a combination of super reflexes where you evade all your enemy's attacks, and dark aura where you can stun all those around you by making them cower at your awsomeness, or by making them get up and dance with you.
-
aw come on.. you gotta ask now anyway after building us up like that.
-
Quote:In general team play, I really don't use powersink much. But, I do use it often enough that I wouldn't drop it. However, I've got nothing in it but it's original slot. It's always up before I need it.I guess the problem is me, then. I'd really like to skip Power Sink due to it's long animation time... and to do that and not take Maneuvers, I guess I'll just have to make ~43% Def suffice. Should be good enough for most things solo, and especially in teams where any Defense buff would put me above the soft cap.
-
Quote:Well... /Elec has a lot of help in the endurance use side, so there's no problem running manuevers, weave, and combat jumping, with all the toggles (I also run quills and occasionally tactics) and I don't have conserve power or physical pefection. (hrmm.. oddly enough I don't have any ancillary powers... didn't remember that until just now.) Kinetic Combat 4 slotted in as many places as you can fit it (including brawl). Rectified Reticle in tactics and your build up power.Maybe he is playing it properly (rushing ahead of the tank and going totally bonkers with scrapperlock), but just without a properly set up character? :P
Anyways, I recall you mentioning in a thread you had a S/L soft capped spines/elec. Could I persuade you to share some ideas?
Other then that, the steadfast protection +3 and the pvp +3 defense Uniques... and i did pick up some defense from the obliteration set in a few places, too. -
I've had very good success running level 50 pick-up TFs and teaming on my spines/elec. I focused my build on smash/lethal defense and regeneration. Spines/Fire would be similar... perhaps better in some aspects.
-
Quote:Ignore this person. He's clearly not playing his scrapper properly.Never slot a resistance based toon with defense! It's silly! It'll do fine without it, believe me. Most of my scrappers(if not all) all /elec now. None of them slotted for defense, all of them awesomesauce. Put enough hitpoints/regen into it, defense is inert. And PLUS if you need to slot for defense when you're playing with an ice/dark defender, slap him for me.
GL Kbai -
I remember there being one AV that loads as a level 51 sometimes and 50 others... was it Diablolique?
-
I find the safer mode of not grabbing agro on a toon that can't handle it is to just not hit something that has full health. If I'm not controlling my targeting, then it's to easy to hit something I shouldn't.
-
Here's another direction to go...
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Thunder Kick- (A) Mako's Bite - Accuracy/Damage
- (7) Mako's Bite - Damage/Endurance
- (9) Mako's Bite - Damage/Recharge
- (9) Mako's Bite - Chance of Damage(Lethal)
- (15) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (17) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Aegis - Resistance
- (36) Aegis - Resistance/Endurance
- (37) Aegis - Resistance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (3) Kinetic Combat - Damage/Recharge
- (5) Kinetic Combat - Damage/Endurance/Recharge
- (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (7) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Aegis - Resistance
- (42) Aegis - Resistance/Endurance
- (42) Aegis - Resistance/Endurance/Recharge
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (17) Numina's Convalescence - Heal/Recharge
- (34) Numina's Convalescence - Heal/Endurance/Recharge
- (43) Numina's Convalescence - Heal
- (43) Numina's Convalescence - Heal/Endurance
- (45) Numina's Convalescence - Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (11) Kinetic Combat - Damage/Endurance
- (11) Kinetic Combat - Damage/Recharge
- (13) Kinetic Combat - Damage/Endurance/Recharge
- (13) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (15) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Aegis - Resistance
- (37) Aegis - Resistance/Endurance
- (37) Aegis - Resistance/Recharge
- (A) Empty
- (A) Aegis - Resistance
- (39) Aegis - Resistance/Endurance
- (40) Aegis - Resistance/Endurance/Recharge
- (42) Steadfast Protection - Resistance/+Def 3%
- (A) Aegis - Resistance
- (40) Aegis - Resistance/Endurance
- (40) Aegis - Resistance/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (19) Kinetic Combat - Damage/Endurance
- (19) Kinetic Combat - Damage/Recharge
- (21) Kinetic Combat - Damage/Endurance/Recharge
- (21) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (25) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Reactive Armor - Resistance
- (25) Reactive Armor - Resistance/Endurance
- (43) Reactive Armor - Resistance/Recharge
- (46) Reactive Armor - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (23) HamiO:Enzyme Exposure
- (23) HamiO:Enzyme Exposure
- (A) Run Speed IO
- (A) Eradication - Damage
- (27) Eradication - Accuracy/Recharge
- (27) Eradication - Damage/Recharge
- (31) Cleaving Blow - Accuracy/Damage
- (31) Cleaving Blow - Damage/Endurance
- (31) Cleaving Blow - Damage/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (29) HamiO:Enzyme Exposure
- (29) HamiO:Enzyme Exposure
- (A) Miracle - +Recovery
- (A) Kinetic Combat - Accuracy/Damage
- (33) Kinetic Combat - Damage/Endurance
- (33) Kinetic Combat - Damage/Recharge
- (33) Kinetic Combat - Damage/Endurance/Recharge
- (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (34) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Endurance Modification IO
- (36) Performance Shifter - EndMod
- (36) Performance Shifter - Chance for +End
- (A) Luck of the Gambler - Recharge Speed
- (39) Luck of the Gambler - Defense
- (39) Luck of the Gambler - Defense/Endurance
- (A) Basilisk's Gaze - Accuracy/Hold
- (46) Basilisk's Gaze - Accuracy/Recharge
- (A) Thunderstrike - Accuracy/Damage
- (45) Thunderstrike - Damage/Endurance
- (45) Thunderstrike - Damage/Recharge
- (46) Thunderstrike - Accuracy/Damage/Recharge
- (48) Thunderstrike - Accuracy/Damage/Endurance
- (50) Thunderstrike - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (48) Luck of the Gambler - Defense
- (48) HamiO:Enzyme Exposure
- (A) Luck of the Gambler - Recharge Speed
- (50) Defense Buff IO
- (50) Defense Buff IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
------------
Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 19.3% Defense(Smashing)
- 19.3% Defense(Lethal)
- 18.6% Defense(Fire)
- 18.6% Defense(Cold)
- 18.6% Defense(Energy)
- 18.6% Defense(Negative)
- 3% Defense(Psionic)
- 11.1% Defense(Melee)
- 18.3% Defense(Ranged)
- 10.8% Defense(AoE)
- 1.8% Max End
- 6% Enhancement(Heal)
- 37.5% Enhancement(RechargeTime)
- 7% Enhancement(Accuracy)
- 9% FlySpeed
- 140.6 HP (10.5%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- MezResist(Held) 6.6%
- MezResist(Immobilize) 28.6%
- 3% (0.05 End/sec) Recovery
- 32% (1.79 HP/sec) Regeneration
- 34% RunSpeed
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1407;688;1376;HEX;| |78DAA593D96ED35010868FB3345DB276DFB2764DDBB88D406229505A0A525123A50| |BBD0222379C2606E346B641942B1E802B244008CA529E02F11AF010948708B39C44| |545C6225FF171FFF33F38F14979EAD878578B122B4E80DCB70DDCA4ED5311A0DE90| |44B46CDAC8A901062AC755629494B4ABD64389E69589555C77333ED67EBF240DAAE| |D437ECA74F2C5B3AC6BE6999DE5162C3AE4B47DA9EDEFA11291F1E5AFA2DB356F74| |CBB1656779E2D5D976F36A5D18027B1D6CD03E9B875B3D17BB36156F535CB782E2B| |25C3F5A473340CE9F2F07D8D31E96A06C501A0283A6A84CE3AE31121FA90103709C| |B58A551954F9CD7F0686289305924BC09A9E7D0562B0372C2B7C5D826047618DCB6| |83DB5E812ABF6AEBE7B6796E9B3F47B80A86201B82C13D3A8AEF10B2BB84B93B8C2| |DC2C236E11D548554981087E9E630DD1C26CC61C21C26CA61AE4149970AD3C56126| |CFECA881A187DB8A9E265CC20F27112EF147B8649A4B66387F7E0890142BE08BA9D| |631F6CD9CF1BD074342254E70E25E4EDCCB89FB39713F271EE6C4D7A1AA4F8DEFCB| |C18F19319C22CCA509852C2100BE01357E6080060E5E80BB8050F48B205886D8228| |60AD4FD031C8DA84C23BF7CB8C7E829E3372165912FF598611356A16A4CD368D618| |CF1A57B3C6D5AC1058926A56F236253C86A3B49A95E6FD33BC7F86F7CFF0FE59DE3| |FCBFB7742554EED95CBD0D1C42B1FE12D61100C53CA30C561A6FB1971C249448859| |9EABCDFEA0AD0A3F095FE1C9BC4A347F4CBD173E323E110A9F098B5F08C51342020| |6EA6AA0CE031779E0A25A7E0D1C4BCAB1C48E624AFC85F140FB05850FFECB36FF39| |2907DA6F9BD0E8241D68BFA0FF757D0BB766756D7783EEA29451F650EEA2DC43B98| |F62A0ECA354519ADFDBD5B18B18E812CA6594659497680AE12BD483124689A04451| |622871943E94419451946394E61F178AF74E| |-------------------------------------------------------------------|
-
Spines/Electric doesn't have any knockback. Unless you're talking about some other kind of scatter.
The toon I play the most for the last month or so is a level 50 spines/elec with soft-capped smash/lethal. (slag monkey on freedom)
He's an AoE monster that is very very difficult to kill. The only thing I even pause for is enemies with high Psi Damage.
Leveling up I didn't take spine burst. Instead I focused on single target damage while running my 2 toggles. The single target chains for spines are very endurance efficient so I never had any endurance issues. Around level 40 I respec'd to a more AoE focused build. With the endurance management available by then endurance has never been a problem. -
I killed her with reds.
I suspect dm/shield would have trouble due to the fight being too long to keep soul drain/aao fodder alive, but I'd love to be wrong. Perhaps a fire/shield could be built to handle it.
I know I won't be trying. I'm not nearly as patient as I used to be. I even pack envenom daggers on pick-up ITFs just in case there's no good debuffers. -
The best way to add survivability to an /SR toon (once soft capped) is to add hitpoints.
-
Quote:Here's the trick with forcing them to use ranged (for anyone who doesn't know). Since you're DM I assume you're using Midnight Grasp. A little while back the Dev's changed all melee attacks for players to have a 7ft range instead of 5ft. They didn't change the NPC's melee attacks. If you stand at the edge of your melee range and immobalize them, they won't be able to attack you with melee attacks and they won't be able to move closer.No temps, no inspirations, no click vet powers, etc. with my level 50 DM/SR Scrapper. Tackled Infernal, even con AV...
Damn, that boy was tough. Took me 5 tries to get the hang of it. I finally figured out that if I could keep dodging in and out of melee range, he would stick to range attacks. Specifically, stand at the very edge of melee range with him and wail away, then when he stepped forward and drew his axe, back off and evade until he planted again and started with the ranged attacks. At that point close to the edge of melee range and repeat. Took a while to take him down, but I was finally able to take him out.
I am sooooo stoked now to go and tackle more!
This trick works on pretty much every AV, although there are some that don't really use melee anyway. The ones that do close to melee always hit harder with their melee attacks then with their ranged attacks, and several AVs don't have many range attacks so it reduces incoming damage by a huge amount.
This is just another reason DM excells at soloing AVs. Although you can play with the geometry and pathing some to do it reasonably consistantly without an immoblize. -
Quote:Ahem. *raises hand*If you had billions and billions of influence burning a hole in your pocket, you could go for a massive recharge build to pull off one of the top two chains for Dual Blades. Super Reflexes helps you get there, but doesn't really benefit from the recharge, so that would be all about the DPS.
This is exactly what I did. 3 years later and a ton of knowledge later, my DB/SR is still my favorite toon. It's not so much the high DPS as it is that included in that high DPS with a very high damage cone (Sweeping strikes). A 90 degree cone is something no other set has in their top DPS chain.
(ok... technically spines does, but the general forum population doesn't even talk about spines and DPS in the same sentence)