Stolid

Mentor
  • Posts

    198
  • Joined

  1. If it's read it means it's suffering the worst of DR (15% of normal gains). Generally means any more enhancement to that aspect won't yield significant returns.
  2. Quote:
    Originally Posted by Leo_G View Post
    For a general damage dealing role, that is Blaster. Anyone else is, in a min/max perspective, filler. That includes Scrapper.
    That is just not true. It just isn't.

    Every Stalker primary has more AoE in the other AT's that contain those sets, with the exception of KM, since repulsing torrent isn't that great--but in the case of Scrappers, they have a higher base damage mod. Coupled with the fact that Power Siphon offers more of a total +dmg buff when stacked than its BU counterpart, proper usage means you'll get more out of it on a Scrapper than a Stalker.

    Dark Melee actually gets 2 PBAoE powers in other sets which, coupled with Shadow Maul, allows it comparable AoE if they're used. Katana and BS get one PBAoE.

    Martial Arts, with the recent changes, can now chain Eagle's Claw > Dragon's Tail and have very respectable AoE damage with the increased crit chance.

    And this is, of course, without taking into account the fact that other Melee AT's get sets like Shield Defense (+dmg toggle, huge AoE), Fire Armor ( Burn, Fiery Embrace ), along with PBAoE toggles (Dark, Elec, Stone).

    I'm not sure how you can ignore all of that and act like there isn't a huge gap between a Stalker's AoE potential and that of a Brute or Scrapper.
  3. Stolid

    Damage Cap

    Actually, Paragonwiki says 775%, though I last recall it being 750%.
  4. Stolid

    KM Accuracy

    Bad luck on the NRG. My MA/ has consistantly missed every third attack some days even when I'm constantly glancing at the Last To Hit stat which always shows 95%.

    KM isn't less accurate than everything else, just a string of bad luck.

    Best of luck while leveling, though.
  5. I'm at the point with the character I can start looking for/putting in IO sets instead of just default ones, but when making this build it really felt like I might not have done it in the most efficient manner available. I haven't toyed with them for months and months (almost a year), so I'm hoping some more set-savvy people can help me make the most of things.

    My priority was generally: 45% Def all three positions > 2000+ Max HP > Equal amount +Recharge/+Regen with whatever's left.

    I don't mind if I go over the 45% as a buffer zone, same with max HP. I don't recall off the top of my head the best MA attack chain, but I don't think I can reach it with my primary focus being elsewhere, so I didn't look into that too much. If it can be done, though, it'd be a nice perk. I also haven't picked (or looked too much into) the Alpha slot, as it seems best to decide that after getting the rest settled, or near-to.

    Things that I'm really not sure about are stuff like six-slotting Hecatomb in Storm Kick (would it be better to five-slot it, remove the pure +dmg, and slot another proc? or another standard IO for dmg/rech?), taking assault and one with the shield (would it actually be better to do something like grab stealth/invisibility to slot two more +7.5% rech?) and stuff like that. Slotting for True Grit seems like maybe I should find a way to enchance the resistance as well.. not sure. Same with Tough.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Martial Arts
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Medicine
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Storm Kick -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(5), Hectmb-Dmg/EndRdx(7), Hectmb-Dmg(7), Hectmb-Dam%(9)
    Level 1: Deflection -- HO:Enzym(A), HO:Enzym(3)
    Level 2: Cobra Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(19), Mako-Acc/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Dam%(23)
    Level 4: True Grit -- GA-3defTpProc(A), Mrcl-Heal/EndRdx/Rchg(21), Mrcl-Heal(40), Mrcl-Heal/EndRdx(40), Mrcl-Heal/Rchg(48), Mrcl-Rcvry+(48)
    Level 6: Focus Chi -- GSFC-ToHit(A), GSFC-ToHit/Rchg(11), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(15), GSFC-ToHit/EndRdx(17), GSFC-Build%(17)
    Level 8: Battle Agility -- HO:Enzym(A), HO:Enzym(9), HO:Enzym(11)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Active Defense -- HO:Membr(A), HO:Membr(13), HO:Enzym(13)
    Level 14: Boxing -- Empty(A)
    Level 16: Against All Odds -- EndRdx-I(A)
    Level 18: Crippling Axe Kick -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(23), T'Death-Dmg/Rchg(25), T'Death-Acc/Dmg/EndRdx(27), T'Death-Dmg/EndRdx/Rchg(27), T'Death-Dam%(29)
    Level 20: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 22: Phalanx Fighting -- Ksmt-ToHit+(A)
    Level 24: Weave -- HO:Enzym(A), HO:Enzym(25), HO:Enzym(50)
    Level 26: Dragon's Tail -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(42), Sciroc-Dmg/Rchg(42), Sciroc-Acc/Rchg(42), Sciroc-Acc/Dmg/EndRdx(43), Armgdn-Dam%(43)
    Level 28: Grant Cover -- HO:Enzym(A), HO:Enzym(34), HO:Enzym(34)
    Level 30: Aid Other -- Empty(A)
    Level 32: Eagles Claw -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(37), C'ngImp-Dmg/Rchg(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Aid Self -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(43), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/EndRdx(50)
    Level 41: Conserve Power -- Empty(A)
    Level 44: Physical Perfection -- P'Shift-End%(A), RgnTis-Regen+(45), Numna-Heal(45), Numna-Heal/EndRdx(45), Numna-Heal/Rchg(50)
    Level 47: Assault -- EndRdx-I(A)
    Level 49: One with the Shield -- Heal-I(A)
    Level 0: The Atlas Medallion
    Level 0: Task Force Commander
    Level 0: Portal Jockey
    Level 0: Freedom Phalanx Reserve
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(31), Numna-Heal/Rchg(33), Numna-Heal/EndRdx/Rchg(33), Numna-Heal(33), Numna-Regen/Rcvry+(34)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc(31), P'Shift-End%(31), P'Shift-EndMod/Acc/Rchg(46), P'Shift-Acc/Rchg(46)
    ------------
    Set Bonus Totals:
    • 13.5% DamageBuff(Smashing)
    • 13.5% DamageBuff(Lethal)
    • 13.5% DamageBuff(Fire)
    • 13.5% DamageBuff(Cold)
    • 13.5% DamageBuff(Energy)
    • 13.5% DamageBuff(Negative)
    • 13.5% DamageBuff(Toxic)
    • 13.5% DamageBuff(Psionic)
    • 16% Defense(Melee)
    • 11% Defense(Smashing)
    • 11% Defense(Lethal)
    • 11.31% Defense(Fire)
    • 11.31% Defense(Cold)
    • 11% Defense(Energy)
    • 11% Defense(Negative)
    • 6% Defense(Psionic)
    • 16% Defense(Ranged)
    • 16.63% Defense(AoE)
    • 32.5% Enhancement(RechargeTime)
    • 40% Enhancement(Accuracy)
    • 15% Enhancement(Heal)
    • 10% FlySpeed
    • 180.71 HP (13.5%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Held) 9.35%
    • MezResist(Immobilize) 8.25%
    • MezResist(Stun) 2.2%
    • MezResist(Terrorized) 2.2%
    • 11.5% (0.192 End/sec) Recovery
    • 34% (1.901 HP/sec) Regeneration
    • 3.78% Resistance(Fire)
    • 3.78% Resistance(Cold)
    • 3.125% Resistance(Negative)
    • 5% Resistance(Toxic)
    • 2.5% Resistance(Psionic)
    • 10% RunSpeed
  6. Threat level matters very little when it comes to taunting and whatnot, based upon aggro mechanics. The most important part is the duration of taunt effects, which are consistant for sets that have them (All versions of /Shield, /Invuln, /WP have the same duration).
  7. I think that was somewhat of a bad example, because that's less about the taunt aura aspect and more about the fact that you're running in and likely going to break LoS to get them to group up.. the Taunt Aura doesn't come into play until you've grouped them up and then they're stuck on you.

    And I tend to agree that most Scrappers wouldn't care who enemies are attacking, but I think taunt auras allow you to help your team moreso than if you didn't have one. The range of it is enough that if you don't care about it, you will likely avoid gathering the aggro of the entire mob, but if you're conscientious then you can mitigate a lot of damage for other people, while simultaneously buffing yourself.
  8. Funny thing is that while some people are bothered by it to an extreme, there's still people who play the game completely unaware of the fact that some Scrapper sets even have taunt auras to hold aggro. I've been in multiple teams where people absolutely did not believe me when I said /Shield for Scrappers can hold aggro as well as a tank can.

    Mind boggling.
  9. For real, what's the point of Shadowy Presence? Rock Throw is better.
  10. Quote:
    Originally Posted by Humility View Post
    Quite the opposite actually.

    I would love to have an alternative ninjarun that had less cheesy anime ninja animations. Don't get me wrong, I love the power and use the heck out of it. But I would like something with a bit more pedestrian animation set.
    I tend to agree. a less-specific "Acrobatic" style would be perfect, I'd say. I like Ninja Run for how much easier it makes everything, but the ninja part of it is a bit restricting and makes me cringes sometimes when seeing it in use on some characters (mine and others).
  11. I agree it's kind of tedious. More than a little, actually. Just 'cause it's my primary doesn't mean I want to be doing nothing but buffing.

    'course, I'm pretty sure that this is not a widely-spoken issue to merit their attention, and I also think they're even more likely to ignore it because they're also doing it for the sake of not taking a look at just how *strong* the buffs are in the game, and how they've avoided DR when it comes to buffing so far, but they'd likely do it if they were going to fix this issue.

    Some of you people really need to chill, though. Let people give their own opinions without making a half dozen assumptions and giving reasons for why those assumptions are bad before ever even confirming they're true. Really seems a tad excessive.
  12. That's actually the kind of scenario I had in mind when considering it. Good to hear that it seems like it worked out decently well. While strong, the debuffs they give out didn't seem to last too too long, so having that extra bit seemed like it would help a lot to avoid stacking.

    I decided on a MA/Shield Scrapper instead (seemed like an interesting concept I don't hear about anyone doing all that often), and while Shield has a lot more DDR than WP, I'll probably look into investing a few points over the 45% mark for safety, if it doesn't come at a huge price, like you mentioned. Thanks for the info!
  13. Yeah, the little it does have isn't even enhanceable. You're probably right in that WP's case you'd end up sacrificing a lot to get the buffer zone above 45% that might actaully help, alas. Maybe in another case this theory might be more valid, at any rate.
  14. So I have a horrible tendency to care in an OCD way about the vulnerability of being debuffed, Defense especially because it's so common in the game at this point.

    If one is building for defense for damage type, isn't the best idea simply to over-cap for S/L def as much as possible in order to ensure the debuffs don't ever lead to excessive stacking? Aren't the majority of def debuffs applied from attacks with an S/L Component?

    I don't have hard numbers of mob damage type when it comes to this, so I'm just curious if anyone has ever considered this or taken the time to really investigate it. If you had, say, 55% S/L Def, would that help a noticeable amount more than having 45% S/L Def when it comes to handling def debuffs, even at the expense of not soft capping for other damage types? (55% S/L Def with 35% all other positions better than 45% to all positions?)

    I am talking about an environment where you've got the attention of more than one mob, for the record. and I'm considering it in relation to a SS/WP Brute, though I also considered it as more of a general thing.
  15. I've never heard of it being done, but I'm sure someone has. I wouldn't say it's easy or likely you'll be able to pull it off, though. If you're wanting to solo GM's, you should probably look at controllers. I believe they're the best for that.. maybe Masterminds/doms? Never really something I looked into.
  16. We never really talked much, but I've always thought you were generally trying to do the best you could to make the game succeed. Hope you can still have a wonderful christmas and new years despite this. I'm sure what you go on to next will be thankful to have you.

    Best of luck.
  17. Both will be perfectly viable to solo AVs with, for the record.

    But personally, I would suggest the brute. Brute's fury affects the DoT on FM's attacks while crits don't take it into account, and WP's regen and +max HP will see slightly more of an effect on a Brute than a Scrapper because of the higher base and max HP caps.

    As a note, since you've played tanks: WP's aggro aura is crap, but using any PBAoE can substitute for it without much issue in that regard, taunt is always handy when you have 'em spread out.

    Scrapper will naturally be better for start-stop, start-stop play, Brute is best when you go and don't stop. You should know which one you tend to gravitate to with playing other characters.

    Best of luck, whatever you choose.
  18. Quote:
    Originally Posted by Reverence View Post
    I solo'd it set to AVs with my KM/Ela scrapper.

    Trapdoor was a breeze, I didn't mess with the clones, I just attacked until he dropped.
    I went around and beat all the Rikti portals and Rikti, then I had to separate Weakened Honoree from Captain Holtz and pull him to the other room. Captain Holtz doesn't like to leave that room so that was fine by me.

    Weakened Honoree took a LOOOONG time to drop with no temps/inspires. Luckily you don't have to completely defeat him, and he doesn't seem to ever use Unstoppable thank god.

    Captain Holtz was a little more annoying with all the debuffs, but luckily takes the full energy damage I was dishing out with much resistance.
    I'm very surprised you managed to kill Trapdoor without somehow attending to his clones. I'd kind of like to see someone do that, that's what I did at first but around half health he had 2 or 3 clones out and his regen started getting too much for me, so I had to stop and deal with the copies.

    Anyone else able to just bumrush him like that? I did it with a KM/SD so I wouldn't think it's my DPS, but .. :x
  19. Logged in my KM/SD when I reactivated for i19, did the incarnate arc. First mission was amusing for the first time you did it and went up and started punching AV's, but past that it's boring.

    Second mission I found the most challenging, as I actually had to not just bumrush my way through it and kill Trapdoor, I actually had to pay attention to kill his duplicates, otherwise he'd regen back up. A nice surprise.

    The Minos was as annoying as the rest because of Unstoppable, but no challenge. I rushed Holtz and Honoree and had little trouble. The portals didn't seem to spawn any more minions than a normal rikti portal to me, but I completely avoided them to kill the EB's first. Had no trouble doing so, took Honoree down first because he seemed to be more potent. Fairly standard mission.

    What's the problem? The only thing I could see being an issue is the portals.. if you don't kill them early, and if you do such low DPS that you give them time to spawn more mobs. Quite frankly, I'm not sure how you survive other level 50 content if you can't handle 5 rikti portals and 2 EB's.. I stealthed to the very end and didn't have to back up, but if need be, the age-old tactic of pulling has no reason to not succeed, even in this mission.

    Coupled with the fact that it states quite openly to get some help from friends to do it, and I think you're complaining because (insert character powersets/Archetype here) isn't capable of handling it, and since that character isn't, you get angry and think you (the player) can't, and then you come to complain here. If you can't solo it, that means very little, they're telling you to team up to handle it. If you and a team can't handle it, there's an issue they're more likely to look into.

    Come back when there's a problem. If you'd like some insights into how to do the content, ask someone how they did it. Plenty of people have.
  20. I've got a KM/SD to 50 and I can tell you I never had an issue with the power other than the animation (which, imo, looks bad with one or two hands). The damage has always been good, and being able to stack +150% dmg sooner (or keep it up that high, if desired) instead of critting is pretty great. I actually really like the power.
  21. Quote:
    Originally Posted by Norse View Post
    What is the best attack chain for KM?
    Could be wrong, but I don't think much testing has been done on that..

    Quote:
    Is it possible to get Power Siphon perma stacked? I threw together a build for a KM/SR in Mids and even at 233.8% global its still something like 7.4 seconds short. Or does the +dam buff from each power last 10 seconds regardless of when PS itself expires, making this somewhat unnecessary?
    They last 10 seconds regardless of when PS itself expires, so you can get a decent damage buff for a few seconds after it, and can have a few lingering nearly 10 seconds after.

    Quote:
    Also, do PS and AAO stack in game? Mids would suggest otherwise but I'm not sure if this is just a bug.
    They do, and it's very nice. You can get up to an easy 200-250% dmg buff using both well.
  22. Just as an update to anyone who might search or care about this: I sent a PM to Noble Savage and he got back to me on it, he forwarded it to the proper person and it should be fixed in the next patch.

    Be ready to strap some gloves on and beat some things down!
  23. I feel like Brutes and Scrappers are largely interchangable, mechanically. the main difference always has been (and I think always will be) the mindset of those that play them and those that team with brutes/scrappers.

    I got a KM/SD to 50 and I loved it the whole way through, but I'm leveling a DM/SR Brute to 50 now and I'm loving it just as much. The funny thing is as the KM/SD people were never sure I could tank (despite having SD's taunt aura for holding aggro), whereas with a Brute they know you can.

    I plan to tank with both, but it's interesting that I've had more than one person tell me to 'learn2play' because they thought scrappers/SD's taunt aura was weak/incapable of holding aggro, whereas I've never met someone that doubted that for a brute.
  24. I would just remove a slot from Conserve Power and stick it in Active Defense to add another HO to it. Membrane or Enzyme, either one works to boost it enough for your purposes. You'll only have the recharge for Conserve Power increase by 9 seconds by doing so, and you'll cap your DDR.
  25. Because every set needs a power you don't pick.

    Otherwise I'm not sure why.