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Posts
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Joined
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Well Lucky and dodge are probably less useful than build up at this level since build up is hella fun.
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The only ATs I've have problems with so far are Regen and Super-Reflex Scrappers (running Elude)
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Yeah, I sometimes run up to villains and hit elude, /em newspaper and go to the fridge. Now that SR scrappers are able to tell when elude is about to run out it's very difficult to catch them since they can escape and rest up. -
As an Ar/En I use power boost to stack beanbag, stun and stuns from the melee powers very regualarly in PvE to take down +2 or +3 bosses with a little luck. It's harder to connect with the stun every time in PvP but it will stack and may be a more useful strategy with toggle dropping being reduced.
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Using Necro/Dark and the presence pool the other day I built what I figure would be the best tank ever but then realised I didn't enjoy anking. I do however employ other people to make invincible tanking MM'd they must be damn cool.
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Awww man, The elude backflip's an emote now... I feel less special.
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What's the new Force Field Colour? Is it nice?
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Modified PvE critter accuracy. Defense powers will now work equally well against critters, regardless if they have higher accuracy. For instance, your defense powers will work equally well against a Boss or any critter up to 5 levels higher than you, as it does for an equal level minion. Previously, a more accurate critter could circumvent much of your defense, but this will no longer happen. This change is designed to alleviate the disparity between Defense and Damage resistance powers (for instance, a player with super reflexes will now be more effective against a high level critter, boss or Arch villain). This change has no effect on a player who does not have any Defense. This change does not affect PvP.
Reduced the effectiveness of Super Reflexes defense to AoE attacks (stalker and scrapper). With I6, Super Reflexes was given a very high bonus to AoE attacks in order to make it more effective against bosses and Arch Villains, since they typically use AoE powers, but with the new To Hit calculations, this is no longer necessary.
Super Reflexes Passive Defense abilities have been increased in effectiveness by 1/3rd.
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Big thumbs up to the new defense system and a plus on the passives. Now watch in awe as I go solo the entire Hive. -
There's othing particularly special about MA that makes it synergise better with one secondary than another so just choose whichever you like the sound of.
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I can imagine Spines/DA running out of endurance very very quickly.
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For the powers:
-Don't take acrobatics, you have practiced Brawler it's much much better.
- Take Focused Senses much earlier, I recommend getting rid of acrobatics and taking focused senses and practiced brawler as your next two powers.
For the slotting:
-Thunder Kick doesn't need a recred it has a very short recharge time plus you have quickness to boost it a little as well
-Combat jumping doesn't get much benefit from the extra slots so it may be best to leave it at one defbuff and use the slots elsewhere.
-Super Jump has a speed cap which means you probably need only two jump enhancements in it.
-Since ED a fourth of the same enhancement in something doesn't really help so health doesn't need more than 3. Same goes for stamina.
-Since you're not using Hasten, MA/SR does well without it, it would probably be wise to put three recred in practiced brawler to make sure you have it always running even if slowed.
-Evasion could probably do with an endred
-Elude will be available more often replacing one defbuff with a recred.
How I would revise the build:
Archetype: Scrapper
Primary Powers - Ranged : Martial Arts
Secondary Powers - Support : Super Reflexes
01 : Focused Fighting defbuf(01) defbuf(5) defbuf(15) endred(15)
01 : Thunder Kick dam(01) dam(3) dam(11) acc(21) endred(31)
02 : Storm Kick dam(02) dam(3) dam(7) acc(21) acc(31) endred(46)
04 : Agile defbuf(04) defbuf(5) defbuf(42)
06 : Focus Chi recred(06) recred(7) recred(37)
08 : Crane Kick dam(08) dam(9) dam(9) acc(13) endred(25) recred(34)
10 : Combat Jumping defbuf(10) defbuf(11)
12 : Swift runspd(12) runspd(13)
14 : Super Jump jmp(14) jmp(40)
16 : Focused Senses defbuf(16) defbuf(17) defbuf(17) endred(25)
18 : Practiced Brawler recred(18) recred(19) recred(19)
20 : Health hel(20) hel(43) hel(46)
22 : Stamina endrec(22) endrec(23) endrec(23)
24 : Quickness runspd(24)
26 : Dragons Tail dam(26) dam(27) dam(27) acc(29) endred(29) recred(37)
28 : Lucky defbuf(28) defbuf(31) defbuf(43)
30 : Dodge defbuf(30) defbuf(37) defbuf(43)
32 : Eagles Claw dam(32) dam(33) dam(33) acc(33) endred(34) recred(34)
35 : Evasion defbuf(35) defbuf(36) defbuf(36) endred(36)
38 : Elude defbuf(38) defbuf(39) defbuf(39) recred(39) recred(40) recred(40)
41 : Caltrops slw(41) slw(42) slw(42)
44 : Shuriken dam(44) dam(45) dam(45) acc(45) endred(46)
47 : Exploding Shuriken dam(47) dam(48) dam(48) acc(48) endred(50)
49 : ???? Empty(49) Empty(50) Empty(50)
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There was a power and two slots left over but I don't think it really matters what you out there. The builds the same up to 14 so I left slots in combat jumping and sprint that I might have taken out otherwise.
Hope the advice helps
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Sorry, thought it was a respec into build rather than a from the ground thing. Once you get to the point where you can take Focused Accuracy though it will cost you more endurance to run with it than if you slotted attacks 3 Dam 2 Acc and One Endred and skipped Focused Acc in favour of Dragon's tail due to the wacky shack end per second cost of FA.
I'd advise taking a more standard build up to at least level 28 taking four or so attacks along the way then once you have quickness and hasten running a treat and maybe Dragon's tail on the go respec into a more streamlined build with a smaller attack chain otherwise the early levels are going to suck.
++Noticed a mistake in the build above, Storm Kcik should be 2 Acc 3 Dam and One Endred like the other attacks not 2 endred which is overkill.
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Dragon's Tail. I have definately wanted to take it but the problem is, what don't I take to get it?
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Focused Accuracy, sucks up your end more than it helps by allowing you to slot extra endreds. (Plus it screws up your accuracy when exemping)
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- I have to take every power in my secondary. Otherwise I'm a big dumhed.
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Lucky isn't strictly necessary, I played to 50 without missing it
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- I need 5 normal non AoE attacks to have a full chain. So I can't drop any of my 5 attacks (dropping Jump Kick would just prompt me to get Thunder Kick, so don't try )
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Not with hasten and quickness running like you have you don't, really you could just have storm kick, crane kcik and eagle's claw but dragon's tail is a great starter move in groups and I use thunder kick to finish off minions. I'd take anothe Ma attack in preference to Jump kick really because it is slllowwww.
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- I need Stamina so I can't drop Hurdle/Swift.
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But you can switch one of them for health.
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- Focussed Acc I need to enhance my attacks. I could drop it but I'll be running into end problems if I do.
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Focussed Acc causes more end problems than it solves.
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- Conserve Power. This is the only power I could see myself conceivably dropping for Dragon's Tail. I'm really not sure if I'll need this power with stamina and EndRdx in my attacks and big toggles. The problem with dropping it is that when Elude crashes I could conceivably pop a CaB, pop Conserve Power if its available, then throw my toggles back up and pray I don't faceplant
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Don't drop it, you'll love it like a extremely cuddly puppy.
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Okay, Question on the travel power, you say you free up one extra power slot by not taking one but why not just take Super Jump instead of Combat Jumping since Jump kick fills the initial leaping pool slot anyway?
That would also let you take health over swift or hurdle which is better for your survivability plus elude doesn't turn up until level 38 and crashes when it finishes which i would say makes it unsuitable for use as a boost to travel speed.
Aid Self will work well and i would have liked to fit it into my build but given the presence of a bubbler I don't think it needs more than one int redux.
I think the endurance idea might be abit off. Testing this may be an idea since elude does boost endurance recovery which may make it work but Focused Accuracy runs at a heft endurance per second cost.
One attack chain in this build SK+CK+CAK+EC runs at 28.1 end + 6.3 of FA two endred slotted for the duration of the chain is 34.4
The same chain with one end each replaced with an acc runs at 36 ish end for the chain. In the second example though there aren't any endreds on CAK so just add that one back on and it runs at about 1 end less than the FA version for one less power. I find FA to not be very useful for an MA/SR since Ma has an inherent Acc bonus and Focused senses provides a perception buff anyhow.
Below is how I would rework the build swapping some slots I didn't feel necessary (Conserve power doesn't need endreds if it's only used every few minutes) and switching the acc/end situation around to put in Dragon's Tail, I power which I love being AoE and knockdown.
Anyway below would be my take on it
Exported from version 1.5C of CoH Planner
http://joechott.com/coh
Archetype: Scrapper
Primary Powers - Ranged : Martial Arts
Secondary Powers - Support : Super Reflexes
01 : Focused Fighting defbuf(01) defbuf(43) defbuf(45) endred(45)
01 : Storm Kick acc(01) acc(3) dam(3) dam(5) endred(5) endred(7)
02 : Focused Senses defbuf(02) defbuf(7) defbuf(9) endred(9)
04 : Agile defbuf(04) defbuf(11) defbuf(11)
06 : Hasten recred(06) recred(13) recred(13)
08 : Crane Kick acc(08) acc(15) dam(15) dam(17) dam(17) endred(19)
10 : Focus Chi recred(10) recred(19) recred(21)
12 : Practiced Brawler recred(12) recred(21) endred(42)
14 : Combat Jumping defbuf(14) defbuf(50)
16 : Super Jump jmp(16) jmp(23)
18 : Swift runspd(18)
20 : Health hel(20) hel(23) hel(27)
22 : Stamina endrec(22) endrec(25) endrec(25)
24 : Quickness runspd(24)
26 : Aid Other inttim(26) hel(27) hel(43) hel(43)
28 : Aid Self inttim(28) hel(29) hel(29) hel(37) endred(37) recred(40)
30 : Dragons Tail dam(30) dam(31) dam(31) acc(31) endred(34) endred(37)
32 : Eagles Claw dam(32) dam(33) dam(33) acc(33) acc(34) endred(34)
35 : Evasion defbuf(35) defbuf(36) defbuf(36) endred(36)
38 : Elude defbuf(38) defbuf(39) defbuf(39) recred(39) recred(40) recred(40)
41 : Conserve Power recred(41) recred(42) recred(42)
44 : Crippling Axe Kick dam(44) dam(45) dam(46) acc(46) acc(46) endred(48)
47 : Dodge defbuf(47) defbuf(48) defbuf(48)
49 : Lucky defbuf(49) defbuf(50) defbuf(50)
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01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02) -
You won't need defensive buffs with kinetics because it's the best damage boost going and it works best with melee characters. It's right to say that Force Fields will synergise well to help you survive longer but I don't think it would be the most fun.
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There's notthing wrong exactly with whirlwind and flurry but there are certainly better powers nad while it's true to say you don't need hasten with that and quickness you'll be faster than a cocaine fueled greyhound with seven legs i.e. a monstrosity.
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Kinetics Kinetics Kinetics Kinetics Kinetics Kinetics Kinetics Kinetics Kinetics Kinetics Kinetics Kinetics Kinetics Kinetics
All Scrappers love kinetics, with kinetics you ain't just another Scrapper, Rock, you're a wrecking machine! -
Just about everywhere in the game has conspicously convenient objects placed for the convenience of Superspeedsters, especially zones like Terra Volta if you know what to look for. I'd go so far as to say that if you've also got hurdle from fitness as many often do then you have no excuse for not being first to the mission everytime.Although if you don't have hurdle just keep sprint on when you're running for the jump boost.
Since spines has -fly attacks as well I'm siding with only SS needed since you can use theextra power space to take someting truly great, like kick or flurry. -
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Slot all the passives 3 Def
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(But if you need the slots elsewhere, you can easily pull them from the passives - the difference isn't critical.)
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To add to that, you can get away with not taking lucky at all and use the extra power to take something cool like the medicine pool or whirlwind just because. The extra AoE defense won't seem critical especially since for a very long time you'll be vulnerable to AoE's and be adept at hating/avoiding them anyway and evasion is slightly better than the other toggles. -
These are the sort of powers and slotting I'd recommend, not necessarily in order
I'd suggest starting from a base of taking:
-all the SR powers.
Slot all the toggles 3 Def and 1 Endred
Slot all the passives 3 Def
Slot Elude 3 Def and 3 Recred because Elude is awesome
Slot at least two Recreds in Practiced Brawler
Just put a runspeed in quickness and don't slot
-From Pools
Take Hasten, be the speediest scrapper going, and slot 3 recred. with Quicness and SO's hasten returns very quickly and consequently so will all your click powers.
Take Super spped since you already have hasten and it's the best travel power
Take fitness starting with hurdle since you already have quickness increasing runspeed and it makes super speed travel tha tlittle bit easier. Leave hurdle and gealth alone, 3 slot stamina, you'll need it.
- Epics
I love conserve power, especially since I spend a lot of time in whirlwind, highly recommended for 3 recred slots.
-Attacks
You should have room left for 9 attacks of which I'd recommend Crane Kick, Eagle's Claw, Storm Kick, Cobra Strike, Thunder Kick and Dragon's Tail from MA to slot with 3 Dam and one Acc( 3 disorient and one acc for cobra strike)
Definitely take Focus Chi, I love it and slotted three recred so I could have it as much as possible
The other two I'm not so sure about, I don't like crippling axe kick although it was recently buffed and I've never had a use for warrior's challenge. Epic powers are a good choice and who doesn't love laser beam eyes? Focused Acc is highly valued and with that+focused senses giving +perception you'd probably be able to see stalkers from a different zone in PvP.
With that slotting for the SR and pool powers and nine other each four slotted you''d have fourteen slots left to with as you will, most likely to add recreds, endreds and extra Accs to attacks or maybe some slots in health.
MA is fast and has good control so you should be able to disorient and keep groups off their feet with knockback, preventing damage by finishing them off before they get up and singling out dangerous mobs like sorcerors and sappers to disorient. -
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Workaround: This can be alleviated by setting a henchman on auto-follow then issuing goto commands for that henchman (so you're never going faster than that henchmen and the others can catch up)
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Thanks for that. I haven't got group fly yet but I didn't know this. -
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Broadsword's great if you want to look like a dork.
MA's more like having those badass shoes with the lights in the heels that flash when you walk, except you kick people with them while making swoosh noises with your mouth. -
Sounds like an appropriate PvP change since I can imagine that being the most obvious situation where an MM would be unable to stop the damage being directed at him instead of his pets.
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2. I set my bots to bodyguard, but since my enemy ignores them, my bots ignore him too. I now die slowly because of bodyguard, but my bots just watch it happen?
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If they're set to defend shouldn't they attack the target attacking you? -
Somewhat useful but combines better with kinetics or power boost which allow you to bring it up to a respectable foghtong speed with better control than fly.
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Woo! With a special credit from me for the pummeling team who stood around looking badass and posing in our stylish yellow. Given the number of heroes attacking we had a very high dps to the tune of hundreds per second which would look remarkable if every 'second' hadn't lasted 10 minutes.
Go Union, it's your birthday, not really, party anyway! -
I guess I'll volunteer Guise for this, level 38 Blaster