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Posts
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Broadsword is good damage. Use Parry liberally and you don't even need a secondary. The main strength of fire is it's heal (Healing Flames).
All scrappers can solo well. The sword scrappers (broadsword and katana) in particular can shine since they add defense to help you get through the slower levels (the teens). -
Quote:That monkey guy is crazy... don't be like him.I've seen the Shred Monkey vids (which are awesome btw), so I know the SR would be a good choice as well...it's just getting to the 40's that would be a PITA!
Getting to the 40s on an /SR is easy compared to getting the IOs at 50. But there's a a secret trick to both. All you have to do is ... play the game. Yeah.. I know.. it's amazing isn't it? The longer you play, the more levels and influence they give you and you use that influence to buy powerful stuff.
It's so easy I'm surprised everyone doesn't do it.
... ok ok.. i was being a little sarcastic there, and the OP wasn't really asking for a free pass to 50 or something... but I'm surprised how many posts in the forums imply that people are not wanting a difficult road. When the reality is all it takes to get there is putting in the hours of doing something we supposedly all enjoy doing. -
I agree. It's very hard to come up with a powerset that "feels new." Even more difficult to come up with ATs that don't follow the mold of -- Priest/warrior/rogue/wizzard roles... but they came up with the CoV ATs that have new and different play concepts. Dual Pistols has a new gimmick with ammo swap. I personally feel they need to make the Ammo swap more significant as it's pretty inconsequential as it is... but conceptually it's a new and interesting aspect to the game.
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It's pretty easy to recreate a costum. I don't think there's any harm in doing that... with another name it's not going to be an issue.
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When starting to soft cap a build I look at the following sets:
Steadfast Protection +3 defense (+resist damage power)
Guassian's Syncronized fire Control... full set (+tohit power)
Blessing of the Zephyr.... full set (travel powers)
Touch of Death.... full set (melee damage power)
Obliteration... full set (PBAoE damage power)
Mako's Bite... full set (melee damage power)
Red Fortune... full set (defense power)
Razzle Dazzle (Stun) and Lockdown (hold) are 2 sets that are useful for increasing positional defenses, but generally are not useful for enhanceing a power you'll be using much. They are quite cheap, however, so you might keep them in mind.
One thing I almost always do is a full while leveling up on any toon (in any AT) is to take boxing, tough, and weave... then slot boxing with a full set of razzle dazzle, tough with the +3 steadfast protection, and weave with a full set of red fortune. With weave running this gives a total of about 11% defense to all 3 positions and probably won't cost more then 20M inf... (note this week is going to be higher prices on recipes because a lot of people just hit 50 this weekend and are IO'ing their toons. Be patient if you want to get more for your money). -
Quote:It's hard... but let's be honest for moment. This is what we must do to justify not playing /Shields.So, what are we shooting for here? 45% defense to all positions OR to SLFCEN with sustainable endurance usage for no temp no insp pylon and AV soloing? That's a pretty strange definition of "playable"! Mind you, it's the definition I'd be using for my own play, so I'm with y'all.
Oh! And Cloak of Fear instead of Oppressive Gloom, because I agree with Celidya that it's more fun (and a better choice for a soft-capped Darkie). Do we need to add a 200+ DPS requirement to make Shred Monkey happy too? This is getting hard!
But really, if we can get a 200+ DPS, soft-capped non-sword Dark Armor with sustainable endurance use and Cloak of Fear, how cool would that be? I don't think it's possible, particularly if Shred's been working on it for two weeks without success, but maybe... just maybe... -
I've got a /fire scrapper at level 35. So far, i'm not impressed with fire's survivability. I've got an /elec scrapper at 39. It's much more solid then the /fire. I think with very high recharge in fire's heal, survivabilty should improve, but that's more of a level 50 status, then a "during level up" status.
One thing I like about db/fire (acutally my toon is claws/fire, but it's simliar in this way)... double-stacked blinding feight combined with blazing aura is about as much damage as a spines/dark running 2 auras for half the endurance cost. -
Quote:Considering the attempts i think it could be possible with a different primary maybe. Something with a low recharge attack chain made of 3-4 attacks to allow for all the other power picks, build up instead of follow-up (to easily slot the Gaussian set) and either endurance tools or low endurance usage. Mmmh...
Yes!
Fire/ I think is the best solution for this if you're not going to use divine avalanche or parry. (Energy is an option too, if you're red side on a brute). Even with Katana you're not running a high DPS chain when you're using divine avalanche. I've yet to see any way to do a 200 DPS chain with softcapped /dark, /elec, or /fire. And I've been trying to do so for the last 2-3 weeks.
I can do it with /willpower a couple of ways (softcapped to typed). I can come close on a blaster... and I've just started looking at dominators... but those sacrifice the resistances that are the reason to use /dark, /elec, /fire in the first place.
Ironically, Spines has competative DPS at low recharge levels and it doesn't use much endurance... though it's clearly never going to hit 200 DPS.
I don't have mid's on this machine, but as I recall, the best I'd come up with was around 170-180 DPS with a katana/electric running a chain with DA and lightning field. (my katana/elec hit 25 last night... Ninja Robot Monkey on Freedom). That build also had very good regeneration. -
Quote:In my expierience, if you're toon is a monkey wielding daggers no animation is "over the top." The flip-jump from ninja run called my DB/SR out of retirement.It does look a bit silly, but then again most DB powers past the first ones are all over the top ; granted, it's in a good way, while Typhoon is just... lol.
To the OP...
/SR rules for low budget and high recharge building... but all the cool kids are trying make non-defense based sets even better. Personally, I kind of like the possibilities with /Dark /fire and /Electric. -
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I don't put runspeed as a high priority at all. But my favorite toon has swift, and quickness, and a build specifically designed with endurance management to allow me to play with ninja-run toggled on in most situations. So to answer your question, I don't shoot for a specific number, but I appreciate why it's desireable.
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Quote:I think it's safe to say, we all agree with you.
This debate is a bit myopic and tends to play into the general meme of soloing AVs and Pylons. I'm sorry, but that's just a fraction of this game.
This thread has information in it that are frequently asked about in this forum, so it got stickied. It never claimed to be any different. -
Quote:If you're talking about a respec build after you've already IO'd out everything... especially being /regen ...I've found dropping fitness to be realistic option that frees up 3 power slots.I left out the real question...my apologies.
I can't decide between Combat Jumping and Physical Perfection.
This is for a Regen character. I know PP seems to add little to a Regen...but I really want it for the extra Performance Shifter Chance for +End proc.
If I gave up Combat Jumping...I would be losing 7.5% global recharge and 6% tohit...and of course, the combat mobility.
Now, this seems like Combat Jumping is a clear winner...but the chance at unlimited endurance entices me greatly. (Having 3 Chances for +end seems absolutely great when thinking of end drain)
So my actual question is this...
Would anyone choose PP over Combat Jumping? -
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This always happens when I read the forums. I tell myself I'm going to finish project X before I move on to a new one, and I read a post that reminds me why project Y got me excited in the first place. (in this case, project Y is a build with RoTP on an 107 second timer... it was lower, but that used hasten, which doesn't actually work for this scenario since you lose hasten when you die.)
I really need to either quit my job or get a divorce, so I can give this game the time it deserves. -
Rise of the Phoenix really deserves more respect. 25ft radius... 50% more damage then headsplitter... Not to mention it's also a heal.
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Quote:I'm still amazed everytime a patch comes out and blaze has not been touched.Because Cryptic was completely ignorant of the fact that animation times were actually a mechanical balancing point rather than just fluff. It's for the same reason that some powers have ridiculously fast animation times when balance would dictate they need to be longer (Blaze, BIB, Seismic Smash, pre-rebalance Energy Transfer) and others have ridiculously long animation times when balance would dictate they need to be faster (Total Focus, Shout, etc).
Interestingly enough, even though Castle knows about the problems of animation time and how it affects the balance of sets, the new sets he's put out have shown similar flaws in balancing the damage/rech/end formula with the practical limitations of DPA and long animation times. Dual Pistols is a great example of this: the numbers would actually be quite nice if the animation times weren't godawful long. The animations make the set, from a numbers standpoint, painfully mediocre. Dual Blades has a similar, but slightly less disadvantageous, problem in Vengeful Slice and One Thousand Cuts which makes using those powers outside of their combos tactically unintelligent.
I found the DP numbers to be very disappointing, too. I can find no mathmatical reason to play the set. It reminds me of the thorns dominator secondary. I want to play it... but I just can't find an angle to leverage. -
If you want to send yourself a build privately, you can send yourself a PM using this messege board (PM stands for Private Messege).
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Quote:This is why I chuckle and negative rep people who say "my tank does more damage then your scrapper."Let's see, on paper, I got a near perma-Hasten Invulnerability/Super Strength Tanker up to 135 DPS. On paper, I got a near perma-Hasten Martial Arts/Super Reflexes Scrapper up to 216 DPS.
The comparison gets even more lopsidded when teamed with buffers/debuffers, too. -
Sometimes, I change my mind on what scrapper I want to play 2-3 times in a day. Heck, I've got 2 scrappers and a brute between level 35-38 right now who are all properly IO'd for effectiveness... and i thought occured to me yesterday that's got me planning something else.
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Quote:Nah... i've done the math 1000 different ways... scrappers can't sustain the required DPS long enough... yet. There's a few blasters that are close.... thing is 360 is the breakpoint, even at 400 DPS you're only ticking away 40 damage a second against something that has (effectivelly) 72,000 hp... that's 30 minutes of theoretical fighting. From experience I can say that 30 minutes of theoretical fighting can easily take over an hour if not forever.There's several GMs I can solo with my ill/rad/psi controller, but not sure about any of my scrappers.
My controller did a pylon in 4:50
My best with my fire/shield with AAO maxed was 5:40 so far.
Fastest I've ever seen posted for a scrapper was a DM/shield with AAO and Soul Drain maxed the whole time in 4:32, and thats far from 360 DPS. But he got a mob of 11 lvl 51s around a GM and had a tray full of Big Reds.... never know.
Nice job OP. -
using only spines attacks:
Ripper>lunge>impale>lunge
If you're using all 3 purple damage procs with this chain, my calculations show it's slightly better then using the epic attacks due to redraw issues. I'm not sure I'm using the correct redraw animation time, but it's really close in damage output anyway. Adding your 2 damage auras helps too. -
I monitor damage bonus in combat attributes on most of my toons. For scrappers, it turns light blue at 400 and doesn't go up anymore. with no buffs it's at 0. I never did any math or recorded damage of my attacks specifically to test this, but if enhancements count toward the 400% cap, then the combat attributes display is wrong.


