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Posts
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Quote:MA actually gives us tougher content. It's mostly ignored, but it *IS* there if you look for it. Additionally, the new difficulty levels give us the ability to make existing content impossible for most players.I really like the idea of "universal slots" and of making our 50's even better! On top of that I want harder content! Perhaps could be tougher content that was only unlocked for "enhanced" characters. Maybe a special Zone that could also only be accessed by those 50+.
I like it...make it so!
In my opinion it isn't a lack of difficulty anymore that's an issue. It's a lack of reward for completing that difficulty. Who runs TFs on anything but even level or even -1 level? It's not unheard of to run at higher levels, but it's extremely rare. There's just no payback for it. In this game the best payback goes to speed, not power. I'd love for merits to go up for higher degrees of difficulty, and even smaller teams.
As to the OP... I'd like to see another 5-10 accolades added to the game. Accolades use the badge system which gives rewards to people for playing all of the game, instead of just grinding on whatever aspect of the game they can exploit most efficiently, ignoring everything else. -
Quote:Blasters do more AoE damage then scrappers by far. It's not just a damage thing, it's an area thing. The blaster AoEs have much larger ranges and radiai, so they hit more spawn. (shield charge and lighting rod are a very glaring exception to this, but I'd say those 2 powers are unbalanced, not blasters).the more I look at it across different threads, the more it seems blasters need more tweaking:
they dont provide enough "cannon" to counteract their "glass", i mean if a blaster can do 280 DPS, a scrapper could do 230 while being 5x as tough. Thats just plain disproportionate....
In teams they apparently dont even contribute damage anymore is everyone makes everyone else do more damage, meaning a team of 8 can outdamage a blaster on the team...
what the heck is the point of blasters nowadays?
Additionally, on most teams, there are enough forms of mitigation that scrapper survivabilty is completely worthless. You can just as easily say "blasters do more damage then scrappers, and they don't die... what's the point of scrappers nowadays?"
As far as blasters not being needed vs having more buffs/debuffs. You're missing something. A team of buffers and debuffers might be do a huge amount of force multiplying to make themselves equal or better then a team full of damage dealers. But if you add 1 or 2 damage dealers to that team of buffers/debuffers you'll have WAY more force to be "multiplied." A mixed team of buffers and damage dealers is better then all of 1 or all of the other. -
I've got a 35 brute I'll freeze and join the cause. I got a 15 scrapper also that would be good for this. Both are min-maxed at their level already and I'm in the process of moving my monkeys to Freedom already. I'll try to find someone to get invites next time I log in.
Is there a global channel for this? If not, that would help. -
Quote:Reading breifly through this thread I still stand by this statment. I've yet to meet a full built electric/shield scrapper who wasn't drooling over how powerful shield charge + Lighting rod actually is compared with anything else they'd ever played.electric/shield... not even close. Electric/shield scrapper is arguably the best farmer in the game.
Try this question:
Has anyone out there built an elec/shield scrapper up completely and then said.. ."nah... my __/___ does better?" -
If I was never going to go into melee, I would go with force mastery for the resistance and get my ranged defense from IOs and pool powers. If, however, I want to be able to stand in melee, I would then choose cold mastery for the smash/lethal defense power and try to up my smash/lethal as much as possible. Ideally also having high +ranged defense.
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I can't say I ever used WoC before slotting that proc as I mainly leveled up on teams with that toon where I don't bother with WoC. So if it's the proc that makes it good, then it still fits my experience. Interesting to know.
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It's the LTs vengence that's getting you by buffing the tohit of the remaining spawn (and sometimes the next spawn.) Jeagers aren't going to be a problem for a soft-capped scrapper. Kill LTs last... if needed you can retreat a little and split up the LTs, or at least get them away from the next spawn. Popping purples can help, but multiple stacks of vengence add up fast. All nemisis LTs use vengence, no exceptions.
Here in the scrapper forum we rarely talk about strategy since our builds tend to allow us to just run in and smack stuff. -
Mine is fire/mental/cold. I theorized I could solo a GM, but went with a slightly different build. Attempts to solo a GM with my current build were inconclusive. Which is to say I failed, but I was winning long enough to make me think it's possible... this thread confirms that to me.
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A word of caution... with only regeneration as your mitigation, you are unkillable as long as the incoming damage is less then your regeneration... after that, you die every time. Solo, you can pretty much stay in the 'unkillable' mode all the way to 50. But on teams, you'll freqently face larger spawns that will just kill you if you don't have help from buffers/tanks/controller, etc. This is fine, since on teams you do have that help... however, many scrappers that rely on other forms of mitigation are able to 'go in first' vs a spawn and survive easily until their team gets there. You, however, may not be able to do that with this plan.
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I have it on my fire/mind blaster. It's a very complete build with PVP IOs and Purple Sets... Soft Cap'd to Ranged and Smash/Lethal Defense, and nearly perma-drain psyche. At lower levels of survivability then that your milage may vary from my experience.
I have WoC slotted with 6 confuse purples, so it's got the Contagious confusion proc. I run it all the time when solo. Specifically, my experience with WoC is this:
Without it running I safely can wade into melee with difficulty +2x8 on the Council Empire map. +3 will get me killed frequently. +4 will kill me nearly every spawn.
With it running, I can safely wade into melee on +4x8 of the same map. Usually I click on aim before entering a spawn like that to make sure it hits on the first tick.
When I'm fighting other enemy groups that aren't so easy, I turn down the difficulty. But I still see the same results. I generally push my difficulty to as high as I can play. The thing that gets me killed most often is a stun/hold landing and knocking out WoC and keeping me from hovering away out of melee at the same time. If I use a breakfree before entering a spawn, with WoC running, my survivability is every bit as good as my soft-cap'd scrappers... often better. WoC is the peice that gets me "better" then scrapper survivability. -
I actually moved 2 toons to Freedom a few weeks before it became free (Shred Monkey and Chaos Monkey). I'll probably move the other few alts that I like to play now as well. It was a hard decision actually (especially when it wasn't free). But too many nights of not finding a decent team was pushing me away from the game completely. Moving to Freedom has helped that. Now I just need to make some static friends.
Good idea with the name change trick. I hadn't considered that. I think I'll abuse that with a few alts. -
Nice... Got any better resolution pics? I can't see anything. What sets do you have?
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Quote:At level 20... fighting on large teams... yeah... scrappers are fringe fighters. A katana (or broadsword) scrapper might be able to stand longer then most with Divine avalanche (or parry) assuming you're using it to it's full potential... but yeah... scrappers don't pile dive at level 20.. in fact, tanks don't really pile dive at that level yet either.We're fringe fighters? Don't dive into the pile? I thought pile diving was what we were known for!
But OK, yeah, if pile diving is getting you killed, better to hold off until your defenses come together more.
I'd say the best advice I can give for that level on teams is to pay attention to your teamates... don't kill the defender's anchor, attack fringe guys that are chasing down the squishies (because the squishies may be keeping you alive), let the tank lead.. you may even need to split spawns using pulling techniques and various control powers (not you, the controllers).
It's actually a fun way to play the game... a lot of MMORPGs become more difficult, requiring more teamwork and strategy like this at high levels, CoH is the opposite... as players level, they can become more reckless and ingore strategy. Unfortunately the majority of players in CoH will quit a team at any level that can't just blindly wade into any spawn it faces. Some even quit a team because it's not moving through the spawns fast enough. But that's CoH... it's the niche they've cornered in the MORPG market. I don't see it changing. Best solution I can offer is to find reagular teams who are willing to play a careful controlled game (and AE missions do offer that level of challenge for any team at high levels if you want). OR do like a lot of people do and sidekick up to a higher level team and just ride their coat tails until you're one of the high level toons.
Anyway, i'm getting off topic. As you level up... look for ways to increase your defenses. Weave, combat jumping, and maneuvers are options... I like adding IOs with typed defenses to willpower because it synergizes well with the +defense power in your secondary. And one thing you can be happy about, being a scrapper.. you can solo fast at any level if you can't find a team to your liking. -
I would definatly take a build-up power on anything I was using lots of AoE on. As the poster above me mentioned, it's HUGE with shield charge. But even with some of the smaller normal AoE powers it's a great way to open a fight, and also knock big chunks off the boss in each spawn.
Granted, my primary playing experience has been on Dual Blades, Claws, and Dark Melee, so I've never really had build up on a scrapper. But My blaster wouldn't leave home without it.... and I play him just like I do with my scrappers. -
The sticky threads at the top of this forum called "the results are in" (there's 2 of them) give a pretty exhaustive discussion about attack chains. The DM chain Werner mentioned is the top winner, but requires fully saturated buffs. Claws and Dual Blades are the tops outside of that rather unique situation. Those, however, can't be used paired with /shield's +damage buff.
Fire is a good option for building a high damage toon without needing perma-hasten recharge values. But, no, it is not the highest damage chain. -
"Best" depends on a lot of factors and it's not really important to the OP's question.
It is certainly very "possible." Personally, I'd focus on typed defenses and add a lot of smashing/leathal defenses from kinetic combat IOs and anywhere else you can squeeze it in. It's possible to build willpower to soft-cap all 3 of the standard typed of defenes (smash/leth, energy/dark, and fire/cold). You can take advantage of your additional recovery and run a lot of pool toggles to get there. -
electric/shield... not even close. Electric/shield scrapper is arguably the best farmer in the game.
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Somewhat related to the OP's question, for maximum endurance benifit... slot your numina's and miracle uniques in PP instead of health so you can add +endurance enhancements. Enhancements add to the bonus from those 2 IOs. It's complicated to explain why... if the playerbase even understands it... but we know that they do.
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I've wanted to be able to flip when I jump since I started playing this game. (heck.. actually it goes back well before playing this game... I believe it was a VERY old conan game I once played that got me hooked on the flip jump thing). I bought the booster and am bringing Shred Monkey (who has never had a travel power) out of retirement for this.... well, this and some PvP IOs that i've wanted to work into his build.
how much endurance does ninja run burn? -
Quote:Actually... yes and no. If you monitor damage buffs on your blaster it caps at 400% but doesn't include your enhancements. So with 0% enhancement, even with 500% buffs, you only get +400% total. So to say it's 500% either false or incomplete, depending how you look at it.I was just wondering.. I know for example that the damage buff cap for, say, Blasters is 500%. Does that 500% include the possible 100% buff from slotting damage IOs in a power? Or does it stack with the 500% buff resulting in an actual 600% Buff to base damage? Same with Recharge buffs and Recharge IOs..
Any help appreciated -
how much is the endurance cost?
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generally they're "warrior" parts. I don't think I've found everything, yet... there's quite a few of them in the 'robes' body type. Like most of the new stuff.. it looks good.
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Quote:The discovery of Arcanatime was really a significant occasion to min-maxers. Prior to that point the way we calculated was to use published cast times. And from that we accounted the difference between actual damage output and reality by saying oh.. well, there some unexplained ineffecency that costs us about 10-15% DPS.I
By the way: I presented my findings to pohsyb, and he said "oh yeah, the combat clock is 0.125 seconds and it aligns to the 1/30th second clock, so you should be seeing about 0.132s server clock ticks." I also presented to BaB, who said "yeah, and?" Then he gave me a no-prize.
It was something of an anticlimactic moment, like the American Indians watching Columbus discover America.***
But what we didn't know is that our builds were actually less then optimal because of what that inefficiency was. For one, we had way more recharge then needed to run a chain tight. With longer cast times, the total recharge needed is often much lower and therefore we can add more 'other things' in our builds. Those 'other things' these days are what gets the sets other then /SR up to soft-cap defense numbers. Previously we hadn't started doing that to our AV killer builds because we thought we needed the recharge.
Furthermore, we now look at some attack chains that we would have thrown away before because their DPS was 'too low.' These attack chains are infact the best chains in most sets. Not using arcanatime, empower>sweeping strikes has, as I recall, 250+ DPS. With the same recharge the BF>AS>SS>AS chain only does around 230 DPS. Getting more recharge is next to impossible, so nobody would do BF>AS>SS>AS. However, the empower chain actually only does about 212 DPS whereas the BF>AS>SS>AS can actually run tight and is still at 230 DPS.
When I went back through all the attack chains after learning about Arcanatime, I believe I ended up finding new better attack chains in MA, DB, Claws, DM, Katana, and Broadsword. That was quite a significant change. Granted it also meant we couldn't do as much damage as we thought we could... but we did learn how to do more damage then we were actually doing.
Here's my little part of the story Arcana was telling earlier. I built shred monkey to use the empower>sweeping strikes chain and tried it out. I discovered to my frustration I wasn't doing the DPS I thought I should. By accident I started trying BF>AS>SS>AS because it just seemed like my attacks were up enough to do that (although by my math they shouldn't have been up fast enough to run without gaps). Unable to explain why I was seeing what I saw, I started plugging numbers in my spreadsheet. The only explination I could come up with was that there seemed like there was a lag of about 0.2 seconds after each power. I emailed BaBs to see if there was an animation at the end of each power 'returning to home' that took 0.2 seconds. He didn't respond. But when I sent the same PM to arcanaville, she PM'd some detail about what she'd been studying (as she mentioned above, that became arcanatime).
And for the record, one might expect an average of 1.5 ticks to be added to each attack from arcanatime. (half-way between 1 and 2 ticks). 1.5 ticks is (1.5*0.132= .198). So my 0.2 guess was really pretty decent for doing all my calculating by just tweaking numbers in a spreadsheet and visually watching my powers recharge. -
Quote:Ahah! Aracaville was wrong about Werner being the one to call it Arcanatime. She can make a mistake!I know for sure I wasn't the first person to call it Arcanatime. I just liked it when I saw it, so started using it. I can't remember who first used it, unfortunately.
(although she'll probably write a response to this post demonstrating how she make the correct assumption based on all of the information at her disposal, which included things most of would have never considered before). -
I wouldn't say DM/shield has weak AoE.... soul-drain + shield charge does drop an entire spawn very consistantly (every 30 seconds is very achievable). But if elec/shield (with shield charge and lightning rod) is the new benchmark of "good AoE", then everything else has weak AoE.
Elec/ does have very poor ST damage relative to other scrapper sets. No way around that.