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Quote:I level almost everything with no firm idea about what I want to do with it. It's like I'm playing two fairly different games. In the first game, I wing it and just get a non-numerical feel for the combo. If I end up loving it by level 50, and it seems different enough from everything else I have in the second game, I'll run the numbers and put together a no-compromises top end build. The second game is running level 50 content on that build. And I don't really mean the iTrials, which I've decided I don't much care for. I just mean running around slaughtering things. Regular old missions, street sweeping, what have you.One of the results of that frankly ingenius (though perhaps unintentional) design is that it can leave the powergamer puzzled. For the first time in I-don't-know-how-long, I'm leveling a build without any kind of firm idea about what I want to do with it. That's ... vaguely unsettling, but I'm not sure it's a bad thing.
I DO need to decide on a secondary before I can do Street Justice, though. I'm thinking Energy Aura, if only because I've never done one before. I might as well get a feel for two sets at once. I'd be tempted to go Brute in that case, though. More and more, it seems like you need a taunt aura to even partially suppress the horrible running. The horrible, horrible running. I don't like the fury mechanic because I don't like the game forcing me to keep running forward, but in practice, I almost always keep running forward anyway, and almost always have plenty of fury. -
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Quote:If the recharge is similar to Soul Drain, then extreme recharge builds would have near perma Build Up, and outdo Katana's DPS in addition to beating it at burst damage. But if you raise the recharge even further to prevent that, now the other 99% of players are waiting a really, really long time for their burst damage. It's also fixable with DPA adjustments, of course, but now you're less dominant in that first ten second burst. It could probably be balanced out, though.That makes sense. What if you did something like they did with Peacebringers.
Change BS's build up to 30 second duration. Then break up the buffs like this (assuming Scrapper mods):
150% damage; Arcana's Smashing proc for ten seconds;
50% damage; Arcana's Smashing proc for ten seconds;
Arcana's Smashing proc for the remaining ten seconds.
I'm not entirely opposed, but I'd personally prefer to do more damage more often, just for a shorter period of time, instead of chasing a perma Build Up build. It also probably makes it easier to balance against Katana if they have the same duration and recharge, even if their effects are different. -
It appears that I'm in the minority of the posters, but I don't like the idea of -resist or -defense or DoT or a berserk fury that builds or anything else that builds up over time. I think what distinguishes Broad Sword right now, and only barely, is that it had good burst damage. I don't mean good damage AFTER five or ten or fifteen seconds, I mean hit Build Up, hit someone with Head Splitter and Disembowel, and see some huge orange numbers. Replacing Build Up with an effect that actually has to build up over time makes Broad Sword LESS of a burst damage set, not more, even if its damage peaks higher than Katana's before dropping back down again. Now it seems to have NO advantage. Its slowly building build up keeps it from doing as much damage as Katana in short fights, and Katana's superior DPS keeps it ahead in long fights. Perhaps there's some tail end of medium-length fights where Broad Sword might be slightly ahead, but *yawn*, boring. I mean woo, I get to do slightly better damage during the clean up phase of a fight, when the Tanker has already decided everyone is OK and is running to get control of the next group.
If we're going to have a damage effect that changes over time, I'd want it going in the opposite direction, with monstrous damage from the first hit decaying over time. THAT would distinguish it from every other Build Up or Fury effect, and keep the set what it already is - a burst damage, smashy set. Basically, I want it to slap Katana around for ten seconds, and then for Katana's Superior DPS to pull ahead maybe around twenty seconds. For short fights or wiping out a critical target, you want Broad Sword. For long fights, you want Katana.
Now, given that the DPS is already fairly close, for them to pull even at around the 20 second mark doesn't leave much room for a super Build Up effect. I'm even OK with them nerfing attack DPA to give us something exceptional on the burst damage front. -
Quote:I can do +4x8 missions pretty casually on my Katana/Dark, and I could before any incarnate abilities as well. I DO cherry-pick when I'm playing that way to avoid defense debuffing mobs like Arachnos and Cimerorans. I have a hard core survivability build, though, and merely soft-capping is not a hard core survivability build.Ahh I think that I have gotten the misconception from reading the forums - I always see posters make the statement "Ya I do 4/8 all the time with [fill with random AT]" the casual manner in which I have observed this subject made it seem like with the proper build 4/8 was readily doable.
So in a sense, yes, with the proper build, even without incarnate powers, +4x8 is readily doable. Your build is not a proper build for such stunts because you have very little healing/regeneration. Fortunately, that's easily addressed by adding Rebirth.
I have a Fire/Shield with stats that are probably in the same ballpark as yours - soft cap, passable resist, no heal. I farm Council at +3x8 on him, but that's really like +2x8 because I have the level shift, and Council are known pushovers. He's capable of +4x8 on that (=+3x8), but it takes more concentration. A real ambush farm would surely tear him apart on +4x8. -
Quote:When I run at +4x8 on my Katana/Dark (normal content, not AE farms), I'm running with 75% melee/lethal defense (helps with defense debuffs), 45% ranged and AoE defense, about 50% resistance, and a full heal available every 14 seconds or so.When you guys run +4/+8 what target res and def values do you maintain during your farm?
Repeating Doomguide for emphasis, +4 enemies do NOT have to-hit bonuses; they have accuracy bonuses. Defense over 45% isn't going to counter accuracy bonuses. Nothing will. Those enemies are going to land more hits than lower level enemies, period. 45% defense is as good as you can do UNLESS the enemies have to-hit bonuses, and I wouldn't want to run a farm with enemies with to-hit bonuses. Why make life even MORE difficult? -
243% regeneration just isn't going to cut it. I think some people handle this with, say, a Claws/Super Reflexes with 350% or so regeneration, but Claws has a lot more active mitigation I think. Basically, you need Aid Self, or you need Rebirth. You don't do something like this with a "mere" soft-capped Scrapper. +4x8 isn't supposed to be easy. It's supposed to be hard.
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Quote:Oooh! Me likey.In fact, perhaps the best way to do that would be to give Broadsword build up the Fiery Embrace treatment, and have Broadsword Build Up add a large smashing bonus damage component to Broadsword attacks rather than just buffing damage strength. The numbers could be fiddled with to provide Broadsword with an edge in periodic burst damage without being unbalanced.
I think people like two main things about Broad Sword. First, they like the burst damage. Second, they like the SMASH of the set. So emphasize them. If Broad Sword had a super Build Up that worked like that and produced more damage overall than a regular Build Up, it would be even better at burst damage, and even more smashy. Accentuate the positive! Its DPS would probably still lag a little, but that's fine, as it would have its specialty.
For that matter, I'd love to see something like the super Build Up adds knockdown to Hack and Slash and maybe Slice and Whirling Sword while it's active. That would also give the survivability edge to Broad Sword by a slight margin - Broad Sword for burst and survivability, Katana for DPS. That might be going too far, though. I'd have a hard time playing Katana at that point. Broad Sword would be too tasty.
Edit: And I don't think it steps on Titanic Weapons' toes because isn't that more like a mini-fury, building up to maximum DPS carnage? A super Build Up emphasizes the opposite, burst damage, all of it, right now, no waiting. -
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There's probably plenty that deserves to be looked at before Broad Sword. But this IS the Scrapper forum, where we tend to discuss Scrapper issues. Broad Sword, while a minor issue at best, is an issue for Scrappers, and I see no reason to ignore it on the Scrapper forum.
I agree that Broad Sword could use a minor buff. I don't have any particular opinion on the nature of that buff, but something that slightly distinguishes it from Katana instead of making it an even more exact clone might be nice. It sounds like that's what you were after. I can see the call for something more ambitious, though. A more ambitious change would have to be done carefully, though, or next we'll be poining out how Katana sucks compared to Broad Sword. They're already pretty close. -
Not bad. You're within one purple of the soft cap on ranged and AoE, so you have soft cap on demand. Recharge isn't amazing, but it's decent. You have the Theft of Essence proc, which is pretty essential. I'd want more knockback protection, and on a Scrapper with this much mitigation, you may find yourself taking more damage from Oppressive Gloom than it's preventing, which is why I prefer Cloak of Fear on Katana/Dark. I'd be worried about endurance, though, and Cloak of Fear would only make it worse.
As a point of comparison, below is a "cheap" soft cap build by Ramia Angriffe with a few modifications by Iggy Kamakaze. It gives up recharge and a mez aura, though, making it less of a Dark Armor and more of a something else.
Something to consider would be something about halfway in between and taking advantage of incarnate powers. Use Barrier to soft cap when you really need it, and settle for 40% ranged and AoE. It's those last 5% that are really difficult to pull off, and are also rarely needed with Katana. That should free up a lot of the room in the build for Hasten and other goodies like you have in your build, and hopefully for Cloak of Fear. Then to deal with the endurance problems, pick up Cardiac Core, which will also boost your resistance a non-negligible amount.
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Quote:Well, probably at most +50% damage on a final build, and typically less, since all you're boosting is base damage, and there are a lot of other sources of damage (enhancements, procs, etc.). Edit: Wait, SOs, so no procs, no damage bonuses. Probably closer to that +50%.It will double the damage output of your AoE attacks when you use it before them. Does twice the damage on your Lotus Drops sound nice? If so, you'll want Build Up. It's also useful as a to-hit buff if something stacks a bunch of defense (like multiple Sky Raider Force Field Generators)
It's certainly nice to have, but not a deal breaker I think if it doesn't mesh with your play style. Mind you, if the only reason you don't like it is you forget to use it, train yourself to remember.
But yeah, the big to-hit buff can be a life saver, or would be if I didn't habitually build up when entering the fight and every time it recharges thereafter. -
I'm a fan of the to-hit bonus of Invincibility when surrounded. But there are plenty of ways to get plenty of to-hit, so it's not a strong reason, just a nice to have.
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I think it's just some good-natured ribbing. I'm pretty sure Claws isn't one of those serious "you math guys are playing the game wrong!" people.
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I haven't fiddled with it, but I'm guessing at least very good. I'm not sure that trading defense (Parry, Divine Avalanche) for a heal (Siphon Life) would work out for the best, though. I suppose it depends on if you could meet your defense goals without help from the primary. If so, even though you hardly need more healing, it WOULD help some.
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Someone did a study of all the enemies on both sides a long time ago. Taking a simple average (which is of course overly simplistic), fire resistance averaged 2.9% and energy resistance averaged 3.1%, so virtually identical, and typically not something to worry about either way.
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Quote:Common Scrapper wisdom is that if you want to taunt something, stab it in the face. Calling of the Wolf is only a single target taunt, and not a particularly fast one. By the time you have a large crowd taunted and surrounding you, a Scrapper with Build Up has killed them all. Perhaps an exaggeration, but you probably get my point.I also suck at remembering to use Build Up, which is the main reason I generally don't care for it, but the reason I had originally planned to give it up for Calling of the Wolf was because I wanted to debuff ranged enemies and force them into melee range where Divine Avalanche and Rise to the Challenge would force them to miss while simultaneously exploding my regeneration.
Feel free to experiment, of course. People love all sorts of things that don't follow "common Scrapper wisdom", and our common understanding also changes over time. Even if I'm right, perhaps better to KNOW that from personal experience than to always wonder. And if I'm wrong, heck, I'd like to know too. -
Quote:Right. You can get a soft-capped Dark Melee/Invuln to near perma Hasten and spam Fireball. It's still not as good as an AoE-oriented set, but it's better than nothing, particularly considering the level of survivability the build has. You can do the same with the Mu Mastery patron pool and Ball Lightning.I have a couple 50s to spend money on this scrapper, just reactivated my account tonight actually so im new to pretty much i17 and up. But ill mess with mids see what i get. But since i would be taking fireball in sword/wp probably. It would be a nice aoe for dm/invul damage huh?
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Quote:The fitness pool is inherent now. Body Mastery can't hurt, but honestly, you hardly need more regeneration and endurance recovery. For a general purpose build, you might want to use your Epic to add some AoE, such as taking Blaze Mastery for Fire Ball. For a survival-oriented build, if you don't soft cap everything, you might consider Soul Mastery for Shadow Meld. I haven't really thought about it, though.I see what you mean, think it was you who said it. that since the game has been out so long they did a great job on balancing the powers and with enough money and time sunk into it with a good synergy you can do pretty incredible things. Think ima work on building a sword/wp just just suits my taste more, one quick question, would it be better to have body mastery or fitness pool?
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Dark Melee isn't lacking in single-target damage, but yes, it's lacking in AoE. Broad Sword is hardly an AoE specialist, but it's at least better off than Dark Melee in that regard. Yes, Broad Sword/Willpower can be crazy survivable. I believe Iggy's Katana/Willpower (same difference) took down a pylon while surrounded by two RWZ challenge spawns, then finished off the spawns, all under RWZ challenge rules, back before incarnate powers or inherent fitness. Then he did a solo MoITF no temps, no insps, no deaths. My vote still goes to Dark Melee/Invulnerability (capable of similar feats, and can survive a greater number of AVs simultaneously), but Sword/Willpower is really, really high up the list when built for durability.
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Yeah, I think they'll actually be quite close in the long run, but I'd guess that the Claws/Super Reflexes will do slightly better damage and the Katana/Willpower will be slightly more survivable. I'm really not sure, though, as it's been forever since I've worried about what SOs are capable of, so don't consider me an expert. You CAN soft cap Super Reflexes with SOs, but I think it would leave you with low recharge and no heal, which might be a worse build overall than just having good defense, Hasten, Aid Self, and a bunch of attacks to spam. I'm really not sure. Katana/Willpower is pretty much guaranteed to be solid with any sort of decent build. The only trick would be hitting 45% lethal and melee defense, but it shouldn't be a hard trick.
Both should be fun. I'd actually think of the Katana/Willpower as blooming sooner than the Claws/Super Reflexes, so if you're loving the Claws more at this point, I'd personally just keep leveling that. It ONLY gets better - much better. -
Dark/Dark is a good Scrapper, though pretty much every combo is a good Scrapper, so that may not mean much. If you want to split them apart, I'd recommend Katana/Dark (good survivability), Dark/Shield (DPS) or Dark/Invuln (max survivability). I'm not sure what bad things you're hearing about the sets. They have drawbacks, of course, like Dark Melee's poor AoE and Dark Armor's hefty endurance consumption. Both sets also also work best with some investment, but that's true of most things.
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Quote:Agreed. CoH has generally done a good job of separating form and function. You can go nuts in the costume designer and it doesn't affect your powers. You can slot any IO and it doesn't change your costume. Lots of powers can be colored, have alternate animations, or can even turned off visually. I like that.I know you are speaking tongue-in-cheek, but I would pay good money for a set that was functionally identical to Shield but didn't require me to carry a shield around. I would also pay good money for a set that functioned identically to Invulnerability, but let me carry a shield.
Really I would like it if shields were a costume part that wasn't tied to one power set, I guess. Purely cosmetic, but there it is.
I think it would make sense for a shield to just be a costume option and for "Shield Defense" to be an archaic term that doesn't describe the set any more, kind of like "Regeneration".