Starflier

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  1. 1) Fun. Excellent AoE damage, and good single target damage. I play an Inv/DB tanker and love it.

    2) Yes, the combo adds more than BF alone, but not a lot more. The high-end damage chains for DB generally use BF but not Empower. I stopped using the combo once I had enough attacks for a decent attack chain.

    3) I'm just getting into the high levels with my tanker, but so far the set is performing quite well. Yes, enemies with high lethal resists will be a pain, but there are other groups, like Carnies, that are weak to lethal. By the end game tankers are doing decent damage, not scrapper/blaster damage, but good nonetheless. With DB's impressive AoE capabilities, mowing through 8-man maps shouldn't be a problem. Just don't go fighting tons of robots or Rikti and you should be fine.

    Overall, I really enjoy the set. It doesn't have the traditional 'SMASH' feeling of other tanker secondaries which throws some people off. For some good info on Dual Blades, I'd recommend perusing the scrapper forums, since the scrapper and tanker versions are largely the same, and there has been much more evaluation of the set on their forum than ours.

    Hope that helps.
  2. For what it's worth, I consider Invulnerability a much better fit for a 'natural' type tanker than Willpower for a few reasons.

    In the past I've played natural Inv tankers as having body armor (flack jackets) on. A character with standard body armor is going to be tough against bullets, but weak against other types of damage. Invincibility provides a defense bonus since in the scrum the bad guys are nearly as likely to hit each other in the chaos, and is a better taunt aura than RTTC. With the ability to turn off the visual effects of Invulnerability now, there's little reason for me to look at Willpower anymore.

    The regeneration aspect of Willpower just bugs me for a 'natural' character. While WP is debatably better 'out of the box', especially having Quick Recovery, I feel Invulnerability is a better tanker in the later stages of the game.
  3. Thanks for the help folks, much appreciated.
  4. As good a place as any other for my questions I suppose.

    I recently rolled a Traps/Ice for an rp static team and I'm wondering if there's any synergy between the two. Any power combos that could be particularly effective? I've used traps on a MM up to about 22, so I have some experience with that, but I've never used Ice Blast before, so not really sure what to expect.

    I've considered using TP Foe to gank some problem enemies with Trip Mines, perhaps preceded by one of Ice's holds to make the experience that much more sadistically enjoyable. The stealth idea is also intriguing. I'm somewhat curious about possible synergy between Caltrops/Ice Storm/Blizzard.

    Bah, it's so weird being unfamiliar with sets, but then again that was the point of choosing those two in particular.

    Any help or suggestions is appreciated?
  5. Just think of it as a melee-based controller and you'll do fine.
  6. Quote:
    Originally Posted by Midnight_Frost View Post
    I've been getting almost bombarded with people I've never met asking me to team with them. They've all been polite too which makes me feel bad when I have to turn down the offer.
    This for me as well. Been getting a lot of invites.

    Heck, on Wednesday I decided to throw on my 'Looking for Task Force' flag to see if I could get a Posi run in. Took under five minutes to get a team. Finished the tf in 2 hours and 5 minutes. Not bad for a 3 scrapper PuG.

    Love everything about I16.
  7. I IO'd out a level 17 Scrapper this week. First time I've ever IO'd out a toon with sets. Not exactly a massive improvement, but a few recovery/regeneration bonuses in addition to the better enhancement values seems to be making a noticeable difference. Not to mention that the salvage/recipes at those levels are dirt cheap.
  8. Quote:
    Originally Posted by GreenBone View Post
    Yeah, my friend said that scrappers have no use for ST immobilize like with CAK, so he skips it in favor of Crane Kick, which I still am not looking forward to. Don't like batting guys around like a pinball.

    But yes, I'm looking forward to running AAO, Shield Charge in, then Dragon's Tail. Shouldn't be much left standing, I wouldn't think. OOOooooo....sounds so fun!
    I wouldn't skip CAK, it's a decent attack for damage. SK>CAK>SK>CK is one of the top end chains for MA, though it requires quite a bit of recharge. MA is quite capable of hanging with the big boys for ST damage output if built for it.

    I generally don't consider secondary effects when looking at single target attacks. To me they're a bonus, but it's the damage I'm after. Some encourage new strategy, like switching targets after CK's knockback, but for the most part I'm looking to drop enemies as quickly as possible and it's straight up damage that does that.
  9. I dislike stuns in general. Just a matter of personal preference, but Eagle Claw is a 100% chance to stun, and a pile of damage. I could crack that lt/boss upside the head and stun him too, or I could just kill him. Cobra Strike has two very nice animations, but that doesn't make up for it being somewhat superfluous.

    As for Thunder Kick, it's not really a good attack. Storm Kick is, though. I've heard it's one of the best all 'round attacks in the scrapper primaries, and it is in the high dps chains for AV soloing. I generally skip TK altogether, or respec out of it once I pick up CAK (usually at 18).

    If I had a /Dark Armor scrapper, I might go with stacking stuns with the stun aura in DA, but I generally find ST mitigation somewhat unimpressive. Now Dragon's Tail on the other hand is one of the highlights of the set for me. That AoE knockdown kills alpha strikes and works wonders in conjunction with your secondary.
  10. Quote:
    Originally Posted by Katten View Post
    Just accept crane kick and appreciate it for what it is... by slotting knockback in it, because there's a point where people go from, "man that knockback's annoying" to "Did that scrapper just kick him into space?" but they don't say that out loud, so you don't have to hear it.
    Six-slotted Kinetic Crash. If he survives he'll wake up with a new postal code. And nice bonuses to boot. Once CK'd an Arachnos minion in Faultline. Guy bounced off about three different ledges before falling down into the water a hundred or so feet down. Or the one really tall Oranbega cave with the stone islands. You could finish another mission by the time that poor ******* gets back to where he was.

    Besides, I don't chase the guys I knockback. I just kill/arrest their buddies and wait for them to come back to me. Or let the blasters take 'em out from range. A single target knockback attack isn't likely to ruffle too many feathers as long as you're not following the tank/other scrapper and attacking their targets.

    One guy out of your aura isn't going to affect damage/survivability noticeably, and by the time you CK the next guy into the wild blue yonder, the first guy will be back to take his place.
  11. What my MA/Shield would likely look like. And since I already have pretty much MA/Everything Else, I'll eventually get to MA/Shields.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 48 Magic Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Shield Defense
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Storm Kick -- Empty(A)
    Level 1: Deflection -- Empty(A)
    Level 2: Battle Agility -- Empty(A)
    Level 4: True Grit -- Empty(A)
    Level 6: Focus Chi -- Empty(A)
    Level 8: Crane Kick -- Empty(A)
    Level 10: Active Defense -- Empty(A)
    Level 12: Hurdle -- Empty(A)
    Level 14: Health -- Empty(A)
    Level 16: Against All Odds -- Empty(A)
    Level 18: Crippling Axe Kick -- Empty(A)
    Level 20: Stamina -- Empty(A)
    Level 22: Hasten -- Empty(A)
    Level 24: Super Speed -- Empty(A)
    Level 26: Dragon's Tail -- Empty(A)
    Level 28: Phalanx Fighting -- Empty(A)
    Level 30: Boxing -- Empty(A)
    Level 32: Eagles Claw -- Empty(A)
    Level 35: Shield Charge -- Empty(A)
    Level 38: Tough -- Empty(A)
    Level 41: Focused Accuracy -- Empty(A)
    Level 44: Physical Perfection -- Empty(A)
    Level 47: Weave -- Empty(A)
    Level 49: Grant Cover -- Empty(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit




  12. Nice work on Maynia.

    Between the Vahzilok of this thread, and the possibility of a steampunk sg starting up on virtue, I've been somewhat inspired to combine the vahzilok and clockwork into one Frankenstein-like abomination. Been working on a costume, but for possibly the first time find myself frustratingly limited by the costume options.

    Definitely keep up the great work.
  13. Quote:
    Originally Posted by Blokey View Post
    will this be red or blue side?
    I'm actually working on a redside character that might, kinda fit a Steampunk VG. Pretty much a Clockwork/Vahzilok hybrid Frankenstein-ish type monster.

    Put me down as 'interested' if something goes ahead redside.
  14. Grim Fandango, Inv/DM tanker, ridiculously tough with great ST damage.

    Planet Smasher, Earth/Thermal controller, does everything and does it well.
  15. Masked Shrike is good (okay, great), but hot damned I love the look of Dr. Vahzilok
  16. Since I16 hit I've found it much easier to get a team. I'm even getting nice, polite tells before invites are sent.
  17. Shield/Electric tanker. Telenuke every spawn for your own sick, twisted enjoyment.
  18. 1) 3-way tie between my MA/Regen, MA/Fire, and MA/WP. As you might guess, I really love the Martial Arts set. The /Regen is at 50, and the other two are just coming into their own in the mid/late thirties.

    2) My new scrappers, and Elec/SR and an Elec/Dark. Both are in the teens right now, so it remains to be seen which I will enjoy more in the long run.
  19. (Build is from older Mids)

    Pretty close to my power selections on Sunrazer so far. Ignore the IO's for the most part, as I pretty much half-***** toss 'em in when I build since I know I'll never bother getting them. MA and FA both benefit from high levels of recharge, so that would be one thing to aim for. Optimal MA chain is (IIRC) Storm Kick > CAK > Storm Kick > Crane Kick which needs a bunch of extra recharge, but puts out lots of damage.

    Teaming, burn can be leveraged to great effect with a controller on the team, although solo I'd just leave it unused unless battling robots, AV's, etc. Healing Flames and Consume are massively helpful and compose a good chunk of your survivability, so get 'em and slot 'em. Blazing Aura puts out some significant damage, so slot it up. I'd suggest taking it after Stamina since it uses a lot of end, and MA is already end heavy.

    Dragon's Tail is perhaps the best mitigation tool you'll get, although I consider this true for MA paired with pretty much any secondary. Get into the mobs fast, and knock them on their ***** to split up the alpha. Take it as soon as possible and slot it as soon as possible. Fantastic attack and better mitigation.

    Not the toughest by a long shot, but he gets the job done and is damned fun to play.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Sunrazer: Level 50 Magic Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Fiery Aura
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Storm Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Knock%(5)
    Level 1: Fire Shield -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(7), ImpSkn-ResDam/EndRdx/Rchg(7), ImpSkn-EndRdx/Rchg(9), ImpSkn-Status(13), S'fstPrt-ResKB(50)
    Level 2: Blazing Aura -- Sciroc-Dam%(A), Sciroc-Acc/Dmg/EndRdx(9), M'Strk-Acc/Dmg/EndRdx(11), Sciroc-Acc/Dmg(11), Sciroc-Dmg/EndRdx(13)
    Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal(17), Dct'dW-Rchg(19)
    Level 6: Focus Chi -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
    Level 8: Crane Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(21), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(25)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(25)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Plasma Shield -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(27), ImpSkn-EndRdx/Rchg(27), ImpSkn-Status(36), ImpSkn-ResDam/EndRdx/Rchg(36)
    Level 18: Crippling Axe Kick -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(29), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(31)
    Level 20: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(33), Numna-Regen/Rcvry+(33)
    Level 22: Stamina -- P'Shift-End%(A), EndMod-I(33), EndMod-I(34)
    Level 24: Consume -- Adrenal-EndMod(A), Adrenal-EndMod/Rchg(34), Adrenal-EndMod/Acc/Rchg(34)
    Level 26: Dragon's Tail -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(36), Armgdn-Acc/Rchg(37), Armgdn-Dmg/EndRdx(37), Armgdn-Dam%(37), FrcFbk-Rechg%(46)
    Level 28: Burn -- Dmg-I(A), Dmg-I(39), RechRdx-I(39), RechRdx-I(50)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40)
    Level 32: Eagles Claw -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(40), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Acc/Rchg(42), Hectmb-Dmg/EndRdx(42), Hectmb-Dam%(42)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(43)
    Level 38: Rise of the Phoenix -- RechRdx-I(A)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(43)
    Level 44: Kick -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/Dmg/KB(45), KinCrsh-Dmg/EndRdx/KB(45), KinCrsh-Acc/KB(45), KinCrsh-Rechg/EndRdx(46), KinCrsh-Rchg/KB(46)
    Level 47: Laser Beam Eyes -- Apoc-Dmg(A), Apoc-Dmg/Rchg(48), Apoc-Acc/Dmg/Rchg(48), Apoc-Dmg/EndRdx(48), Apoc-Acc/Rchg(50)
    Level 49: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
  20. While we're at it, I want my Force Field/Sonic Resonance defender.
  21. Accuracy nerf. They forgot it on release day.
  22. They say a picture is worth a thousand words.

    This one is worth two...



    ...you're screwed.
  23. Very nice. Especially like the coat, and that reddish colour is just awesome.
  24. I got Starflier as an in-game name after finding out Starfire was gone. Turns out Starfire is a comic character although I didn't know it at the time. Starflier has been my global since I4

    The Starflier is the first ship you get in the game Freelancer. A solid, dependable little ship to start you out.

    I use it in a few places.