Telperion

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  1. Traps is a fun set, and effective solo or teamed. I'm not a fan of slow playstyles, and though most traps are stationary once set (besides seeker drones and FFG), you can easily follow a fast team on a trapper, and even set a fast safe pace using seeker drones to absorb an alpha strike.

    I like traps for it's fire-and-forget, tactical nature; spend a few seconds laying traps, and blast away.

    ---The FFG with always-on defense and mez protection, creates the possibility of softcapping one's own defense with pool powers and IOs. It is a little slow to move sometimes, which can create awkward moments;
    ---Seekers (as mentioned above) can soak alphas by summoning them into the middle of the mob, decent -to-hit and -dmg besides;
    ---Acid Mortars draw aggro and can take a hit, in addition to being an excellent debuff, and easily having 2 out for longer fights;
    ---Caltrops and Poison Trap are good mitigation tools;
    ---Webnade is a fantastic single-target debuff;
    ---Tripmine for lawls and effective added damage if you want to take some time to set up.
    ---Triage Beacon is a decent regen buff...it won't wow anybody, but there's worse power choices.
    ---Time Bomb, why bother. Unique, but there's a reason it's not really replicated across any other set, and that is that it is difficult to use consistantly due to it's interruptable nature and timed detonation.


    I am a huge fan of including stealth in some way on my trappers (either through Concealment or Speed pools and stealth IOs), as that helps me get in range for toebombing, and gives the FFG some time to catch up to me before I'm noticed. I am also a HUGE fan of planning a build so that my def is 45% or higher. It is a gamechanger for a trapper, as it is for any build.

    There's my take; have fun
  2. Though WP does need enemies in range to saturate RttC for regen, it does not need to regen health it does not lose because a foe is on it's hindquarters. This gets more true the harder the foe hits; if a WP's regen cannot meet or exceed the incoming damage, then eventually it will fall. Usually it's only the single hard targets that can do that to a WP, and Focus is incredible ST perma-kd, so i can see Shockwave being a toss-up there.

    That being said, WP would have its cake and eat it too when knocking a group of foes in a way that keeps them clumped for regen. This is why i love crowd control on my mace/wp brute, it was such a game-changer. While SR could bat foes around willy-nilly solo and have little decrease in (defensive) performance, WP will lose a lot of regen that way. Tactical Shockwave use (into corners) would be a nice tool in the toolbox for a WP user.
  3. Omg, Sandolphon's MM numpad binds:

    USE THEM

    they make the MM experience so much better. I ran a thugs/poison MM till the mid-40s, and i could send in the bruiser, tell my enforcers to attack, leave the thugs in bodyguard, and cast neurotoxic breath and single-target debuffs without breaking a sweat.

    there is really good advice from all the posters here. I will plug Mid's Hero Designer like someone did before (http://www.cohplanner.com/). It's a really nice way to look ahead at powersets, what powers you might take when, and whenever you decide to get into it, make builds using the IO database it has.

    Welcome, and enjoy!
  4. Personally, i'd rather skip elements rather than energies, and find a spot for a winter's gift IO. End drain protection is so nice to have.

    You could also skip unstoppable, as there's ways to build up your defense that makes a crash power kind of counterproductive. Though, as a brute, you can actually benefit from the massive resistance boost of unstoppable (rather than a scrapper).
  5. Procs in Shield Charge proc on the mobs, not on oneself. I have one in my fire/sd/blaze scrapper, and i've seen them go off lots of times. I assume it works the same way on lightning rod.
  6. Re: Hakkenden:

    Higher s/l defense will make you *extremely* survivable against smash/lethal, which is often valuable. Also, a significant percentage of defense debuffs are linked to s/l attacks. With invuln's limited def debuff resistance, it's pretty important to keep the def you have.
  7. A few things come to mind in response to your post...

    1. The teams you got booted from for wanting a 'healer' probably aren't the teams you want to be on anyways.

    2. On any of my buffers/debuffers, i've also found that I am an Educator. Check the powersets of the folks you're with, and let the team know how you can best serve them and they can best serve you. An example; I was on a team with my lowbie traps/sonic, a A/TA def with just glue arrow in the secondary, and a blaster with a mix of melee. The team lead was unable to find a 'healer' to their distress, and i suggested staying under the bubble, and letting mobs dance on the caltrops both the blaster and I had. We moved through missions at good speed.

    3. I was going to say something here about how valuable heals are in the pre-SO game, and how they pale in comparison to buffs/debuffs post-SOs. Then I began to think even that is an overgeneralization. So much depends on team composition, how the team works together, and if the team lead is effectively tailoring the challenge their posting to the actual team they are working with.

    so that leads me to...

    4. Just stick with it. There will never be a 'healer' AT. Be patient, and accrue a list of global friends who have their heads screwed on straight, and then you won't have to play with folks who don't understand how the game works.
  8. Quote:
    Originally Posted by Fury Flechette View Post
    I think you're getting the two confused. Obliteration grants a +5% rech bonus with 5 slotted and a 3.75% melee bonus at 6 slots, not Eradication. Eradication is useful because with 3 slots, it gives you 1.56% ranged defense or 3.13% AoE with 6 slots.
    Whoops, you're right, Fury. I did mean Obliteration, and it's recharge and melee def. Thanks for error-checking that.

    I've used eradications mainly on my wp and inv toons. With shield toons, i've found that obliteration not only helps get to the melee cap, but also provides a bit of recharge for a quicker-cycling shield charge. Probably couldn't go wrong with either one, though, as long as you got to the softcap.
  9. My fire/sheild's def is build on the backs of...

    blessing of the zepher
    a couple of eradications
    touch of death
    mako's bite

    eradication is better over obliteration, IMO, due to it's melee def and recharge bonus. aoe and ranged def you can get from zephers.

    the rest of your uniques have great homes in a fire/shield. have fun
  10. Here's a claw/inv build i've been mucking around with. My suggestion is to try to include the body epic for survival, or, if you don't mind redraw and want more aoe dmg, use blaze.

    In the body epic, physical perfection was added, which is additional regen and recovery. In this build, i put the miracle +end proc there, and slotted end mod, to give the proc some boost as well.

    Edit: i know you're looking at spines/inv, but maybe this will help you out. The trick with spines is the lack of single-target attacks in which to slot kinetic combats. I've seen some builds 4slot brawl for that purpose.

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

    Click this DataLink to open the build!

    Level 50 Technology Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Invulnerability
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Strike
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (3) Kinetic Combat - Damage/Recharge
    • (5) Kinetic Combat - Damage/Endurance/Recharge
    • (5) Pounding Slugfest - Accuracy/Damage
    • (7) Pounding Slugfest - Damage/Recharge
    Level 1: Resist Physical Damage
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 2: Slash
    • (A) Kinetic Combat - Accuracy/Damage
    • (7) Kinetic Combat - Damage/Endurance
    • (9) Kinetic Combat - Damage/Recharge
    • (9) Kinetic Combat - Damage/Endurance/Recharge
    • (11) Focused Smite - Accuracy/Damage/Recharge
    • (11) Achilles' Heel - Chance for Res Debuff
    Level 4: Temp Invulnerability
    • (A) Reactive Armor - Resistance/Endurance
    • (13) Reactive Armor - Resistance/Endurance/Recharge
    • (13) Reactive Armor - Resistance
    • (15) Reactive Armor - Endurance
    Level 6: Spin
    • (A) Eradication - Accuracy/Damage/Endurance/Recharge
    • (15) Eradication - Accuracy/Recharge
    • (17) Eradication - Accuracy/Damage/Recharge
    • (17) Eradication - Chance for Energy Damage
    • (19) Scirocco's Dervish - Damage/Recharge
    • (19) Scirocco's Dervish - Accuracy/Damage/Endurance
    Level 8: Follow Up
    • (A) Kinetic Combat - Accuracy/Damage
    • (21) Kinetic Combat - Damage/Endurance
    • (21) Kinetic Combat - Damage/Recharge
    • (23) Kinetic Combat - Damage/Endurance/Recharge
    • (23) Pounding Slugfest - Accuracy/Damage
    • (25) Pounding Slugfest - Damage/Recharge
    Level 10: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (25) Kismet - Accuracy +6%
    Level 12: Hurdle
    • (A) Jumping IO
    Level 14: Super Jump
    • (A) Winter's Gift - Slow Resistance (20%)
    Level 16: Unyielding
    • (A) Reactive Armor - Resistance/Endurance
    • (27) Reactive Armor - Resistance/Endurance/Recharge
    • (27) Reactive Armor - Resistance
    • (29) Reactive Armor - Endurance
    Level 18: Health
    • (A) Miracle - Heal/Endurance
    • (29) Regenerative Tissue - +Regeneration
    • (31) Numina's Convalescence - +Regeneration/+Recovery
    • (31) Numina's Convalescence - Heal
    • (31) Miracle - Heal
    Level 20: Stamina
    • (A) Performance Shifter - EndMod
    • (33) Performance Shifter - EndMod/Recharge
    • (33) Performance Shifter - EndMod/Accuracy
    • (33) Performance Shifter - Chance for +End
    Level 22: Dull Pain
    • (A) Numina's Convalescence - Endurance/Recharge
    • (34) Numina's Convalescence - Heal/Recharge
    • (34) Numina's Convalescence - Heal/Endurance/Recharge
    • (34) Miracle - Heal/Recharge
    • (36) Miracle - Heal/Endurance/Recharge
    Level 24: Focus
    • (A) Thunderstrike - Accuracy/Damage/Recharge
    • (36) Thunderstrike - Accuracy/Damage/Endurance
    • (36) Thunderstrike - Damage/Endurance/Recharge
    • (37) Devastation - Accuracy/Damage/Recharge
    • (37) Devastation - Accuracy/Damage/Endurance/Recharge
    Level 26: Eviscerate
    • (A) Eradication - Accuracy/Recharge
    • (37) Eradication - Accuracy/Damage/Endurance/Recharge
    • (39) Eradication - Accuracy/Damage/Recharge
    • (39) Eradication - Chance for Energy Damage
    • (39) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (40) Scirocco's Dervish - Damage/Recharge
    Level 28: Invincibility
    • (A) Luck of the Gambler - Recharge Speed
    • (40) Luck of the Gambler - Defense/Endurance
    Level 30: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (40) Kinetic Combat - Damage/Endurance
    • (42) Kinetic Combat - Damage/Recharge
    • (42) Kinetic Combat - Knockdown Bonus
    Level 32: Tough
    • (A) Reactive Armor - Resistance/Endurance
    • (48) Reactive Armor - Resistance/Endurance/Recharge
    • (48) Reactive Armor - Resistance
    • (50) Reactive Armor - Endurance
    Level 35: Tough Hide
    • (A) Luck of the Gambler - Defense/Endurance
    • (42) Luck of the Gambler - Defense
    • (43) Luck of the Gambler - Recharge Speed
    • (43) Luck of the Gambler - Defense/Recharge
    Level 38: Weave
    • (A) Luck of the Gambler - Defense/Endurance
    • (43) Luck of the Gambler - Defense/Endurance/Recharge
    • (45) Luck of the Gambler - Defense
    • (45) Luck of the Gambler - Recharge Speed
    Level 41: Conserve Power
    • (A) Recharge Reduction IO
    Level 44: Physical Perfection
    • (A) Miracle - +Recovery
    • (45) Miracle - Heal
    • (46) Miracle - Heal/Endurance
    • (46) Performance Shifter - Chance for +End
    • (46) Endurance Modification IO
    • (48) Endurance Modification IO
    Level 47: Resist Energies
    • (A) Resist Damage IO
    Level 49: Hasten
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    • (50) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 21.8% Defense(Smashing)
    • 21.8% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 15.5% Defense(Energy)
    • 15.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 12.4% Defense(Melee)
    • 9.25% Defense(Ranged)
    • 3% Defense(AoE)
    • 3.6% Max End
    • 30% Enhancement(RechargeTime)
    • 18% Enhancement(Accuracy)
    • 5% FlySpeed
    • 246 HP (18.4%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 14.3%
    • 12% (0.2 End/sec) Recovery
    • 102% (5.7 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 5% RunSpeed



    Code:
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  11. what are your build goals?
  12. It'd be very solid. /inv is late blooming, for scraps, because it's defense comes late in the build. With kat/, you'd have that from level 8. With an IO build, there wouldnt be much that you couldn't handle. It would look good, too
  13. Motley Cruel, i'll chime in on a few of your questions.

    --Overall, i'd suggest trying a Kat/wp. Katana feels much different than DM, in some ways feels even lighter and faster than Claws, and has a different style of proactive/reactive defense (DA and knockup/down rather than -tohit and a self-heal). It also has an easily attainable DPS chain of GD-GC-SD-GC, DA thrown in for flavor). I am nearly finished IOing and accolading mine, and it is a beast.

    --DB and claws share some traits, but it doesn't feel as simple as fast/light vs. slow/heavy.

    Claws feels more straightforward to me, with Focus able to perma-kd a single target, great single-target dmg in general, and your flavor of AOE nearly constantly available.

    DB's progression feels more linear...i find myself playing with the 'baby combos' at lower levels, and waiting for the 'adult combos' (read: Attack Vitals) in the midlevels. It feels very 'nested', with what's nearly it's best single-target also it's best AOE.

    ---Consider, from a min/max perspective, Fire/Shield/Blaze. When i play mine, i feel like i'm holding the leash of a ravenous slavering beast that wants nothing more than to stuff more flesh into it's already overfull belly.
  14. I wish you luck getting that Gladiator's 3% def, Hakkenden. They are one of the most expensive things on the market right now.

    Mojo's slotting of Golden Dragonfly (4 oblits, 2 scirrroco's) might make up in some ways if you remove the gladiator's.
  15. STRONG AND PRETTY DANCE-OFF!!!

    Claw/SR

    vs.

    Mace/EA!!!!

    GO!!!!!!
  16. Credit for this goes to Xandez, who posted it in one of the various elec/shield threads that have seeded the forums. Worked like a charm for me:

    Open Mids' and do this:

    Options --> Advanced --> Database editor
    --> Main Database Editor
    --> Select Scrapper_Defense (left side)
    --> Select Shield_Defense (middle)
    --> Double click on Phalanx_Fighting (right side)
    --> Click on Effects tab (3rd from left)
    --> Double click 3.75% Defense (Ranged)
    --> From the Affects: dropdown menu, select [none]
    --> OK
    --> OK
    --> Save & Close
    --> Close
  17. Quote:
    Originally Posted by Pretense View Post
    It was my understanding that resistance to effects is all or none - e.g. 85% of the time the debuff you mention doesn't happen at all, 15% of the time the full debuff is put into effect for the full duration... so over time you average a net effect of 6%, but it's inconsistent.

    Isn't this how debuff resistances work in game? Otherwise cascade defense failure would happen much faster than it does (if one is softcapped and has def debuff resist), because being hit would mean you lose some defense.

    I admit I've not sat in Cim with my %'s window open to verify this, but that's what I've read in guides.
    It sounds like you are confusing how defense works and how resistance works, and then applying it to debuff resistance.

    First, a debuff has to hit you. Your Defense to the attack type carrying the debuff will determine this. An example would be roman sword strikes, which check melee and lethal.

    If they hit, then your resistance to the debuff applies. There's no all-or-nothing, just a % value of debuff that is applied every time you are debuffed.



    I do encourage you to open the Combat Attributes window on a toon with defense debuff resistance, and you'll see for yourself. Even /SR loses def. Why /SR (or high-end Shield) toons with 95%+ defense debuff resistance generally fare better than other defense sets is because every time they do get hit, only a pittance of defense debuff applies, and makes them virtually immune to cascading def failure.
  18. I have build up on my ice/fire tank; the damage boost is enough to let me take out minions, some lts (depending on procs), and chew into bosses in one AOE string. fire melee and ice melee are two different things, though. I've not much experience with ice melee.

    I might suggest taking ice patch on your journey to 50, and respeccing out of it for your softcap build. Or not. at least then you can make your own call on if you like the power more than a build-up.

    I'm planning a shield/ice tank as well; i'd be curious to hear more of your experience, KingSnake.
  19. I will echo Star Seer's comment 100%. Only thing Huntsman does not provide is aoe defense debuffing. Does provide +tohit, though. Great aoe for the big spawns, great -res and respectable single-target dmg for the AVs.
  20. In regards to the running anchor problem; an immob, ST or AOE, or lingering rad, handles that problem well. LR also stacks slows on another controller's ice patch, say, and doesnt mess with their knockdown. Then again, grav's immob doesnt prevent kd either, so you're good either way.

    I often found that the holy trinity of /rad debuffs on my ill/rad were sufficient 'control' for most spawns, keeping my team safer while simultaneously making the mobs more vulnerable to attack and defeat. After laying down the debuffs, i would then engage in more surgical single target control. worked very very well.
  21. Telperion

    So...DB...

    Quote:
    Originally Posted by Fireheart View Post
    Combos mean that you can't just cherry-pick three attacks from the set, but almost need to take them all - makes for tight builds, with fewer 'utility' power pools.
    Depends on your recharge, and i suppose, concept.

    It's easy to run power slice + attack vitals combo for very good damage. I believe decent recharge slotting in the attacks and hasten can get you here. Once you get out of the low levels and can run this, it's wholly viable to respec out of earlier attacks, or some combos entirely.

    At a very very high recharge, i believe one can run blinding feint - ablating strike - sweeping strike for even greater damage. I think this is the chain Shred Monkey used. No combos here, just fast animating unrelenting damage.

    It's a fun middle-of-the-road set, with good single target, good aoe, and a feel that no other set really matches.
  22. Quote:
    Originally Posted by Ethric View Post
    ...Because the enemy is the one 'casting' it, it can only be refreshed.
    Ahh, there's the rub.

    So, even no matter how many members on a team (or several teams, say on a GM) have the -res proc slotted, it can only be refreshed, not stacked, because the target is flagged as the caster.

    This reduces the potential debuff impact i was thinking my trappers might have on hard targets, but still is a worthy proc to add.
  23. Got my Traps/rad to 46 the first day of the Halloween event, and it's a hoot. I play very, very aggressively, and so i'm learning my limits. /Rad's aoe's also draw a fair amount of aggro, even just for the nature of Irradiate hitting everything in a spawn due to it's huge radius.

    I agree, great for ToT'ing too
  24. Good to hear, then, that end isn't really all that much of an issue. I hear you on the last few percents of defense making a huge difference, Santo; there must be a way without including that pvp 3% def IO, heh.