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Posts
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Quote:Because scrappers are always teamed with tankers that have all the aggro all the time?Nay: Don't hardly ever use it on my tanker, wouldn't have call to use it on my scrapper either, especially since he shouldn't be taking damage in the first place.
Yay: It can add significantly to survivability in bursts when that's what you need. It's also a good spot for the Steadfast Protection +3% defense when you're tight on slots. Not so much against AVs, because if you can survive the 4 minutes while it's down, you don't need it the other 2 minutes. Not absolutely required, but a good power to have. -
OK, you can PvP, but you gotta TRY HARD. You gotta really HATE who you're fighting. None of that casually fighting your friends for fun stuff. None of that testing out your survivability by just standing there stuff. If we catch you not giving it your all, you're BANNED!!!
I don't know what goes on in LotRO, and it's not like I know what they'll decide is a bannable offense, but not trying hard enough to stay alive in PvP sounds like a funny one. -
Yep. Bobcat isn't just unresistant to negative, she takes EXTRA damage from negative. So does Shadowhunter, but he has a bunch of mezzes.
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Quote:I agree with BrokenPrey. Your problem with pylons comes from a lack of good single target attacks, and from Siphon Life being slotted for survivability.Speaking of builds, I got this build on Silence.... I can solo RWZ challenge easy, and have even taken on two groups at once.... but for some reason I can't solo a pylon at all.... So I wanted to post my build and get some input from everyone while you all are here. Go me!
And as he indicates, Laser Beam Eyes is no substitute single target attack. It is a set mule and a ranged power for pulling and finishing off runners. On my Dark Melee/Super Reflexes, I also use it in an alternate chain that spams Siphon Life faster when I'm badly hurt, but I'm losing some serious DPS when I do that. It's just better than not attacking. Not worth slotting an Achilles' Heel in, no matter how tempting that is on the surface.
You're at the edge of being able to run Smite -> Midnight Grasp -> Smite -> Siphon Life while Hasten is up. You could swap Shadow Punch for Midnight Grasp and shoot for that, as you then wouldn't have to lose any other powers. If you go that route, you need Midnight Grasp to recharge in 4.48 seconds, Smite in 2.11 seconds and Siphon Life in 4.6 seconds. You're already there on Smite and Siphon Life, but Midnight Grasp is going to be a challenge. Mind you, even if you miss it by a couple tenths of a second, it should still be a big improvement.
If you can find a power to drop, you may be better off with the chain BrokenPrey mentioned, Smite -> Shadow Punch -> Midnight Grasp -> Smite -> Shadow Punch -> Siphon Life. Need Smite to recharge in 3.16 seconds, Shadow Punch in 3.3 seconds, Midnight Grasp in 6.6 seconds, and Siphon Life in 6.73 seconds. The good news is that you won't lose much DPS with that chain, and you can sustain it while Hasten is down, which may mean losing no DPS at all or doing even better than the top chain in practice. The bad news is that it takes an extra attack, and that the Siphon Lifes are spread out a lot more. I'd personally go for the higher-recharge chain, but it's going to be tough on a budget.
As for Siphon Life, having it as a fast recharging heal is definitely part of your survivability. But it's such a critical power with so many components that need to be enhanced that it's one of the few powers I recommend frankenslotting to get some damage and accuracy out of it as well. I'll point you to this thread, which has a whole lot of good options for how to slot it for various goals and at various price points. -
Quote:Cool. Thanks for the info. I need to flip at least one just to say that I have.I've flipped them in the past for a 500 million mark up. But its a little nerve racking ... thats alot of investment if drop rates were to change. But the prices have been running like this for a while now.
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Not specifically recommending Broad Sword/Dark Armor over your alternatives, but I have my endurance under control on my level 35 Katana/Dark using just SOs. Frankenslotting would make it even easier. So would any of the endurance IOs. Yes, you're going to have endurance problems. But those problems are easily solved with some liberally-sprinkled endurance reducers, and even more easily solved with IOs.
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Quote:Let me just scroll through the attack chain EPS for some IO'd builds, most of them from other people... 2.73, 2.8, 2.64, 3.02, 2.87, 2.98, 2.8, 3.36, 3.21, 2.69, 3.34, 2.73, 4.06, 3.43, 2.84, 2.6, 3.07, 2.9, 2.78... you get the idea. If that's a representative data set, the eyeballed average looks to approach 3 EPS. On most builds, it's perfectly fine to burn through maybe 0.5 EPS while fighting flat out, because there is time switching targets and time between spawns and there are blues. So yeah. As a VERY vague rule of thumb, you could target about 2.5 EPS for recovery minus toggles.If you're not interested in simply doing a flat calculation of endurance sustainability (slightly time consuming but not particularly difficult), I've always found it better to simply aim for a passive surplus of roughly 2.5 end/sec at the very least, if not substantially more if I'm aiming for a top tier attack chain.
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Reply to multiple people.
Quote:Yep. Builds are very specific to play style and budget. What do you plan to fight? What is your tolerance for endurance drain? What sort of balance between single-target and AoE damage are you looking for? Do you prefer to just hit the same three attacks over and over, or would that drive you completely nuts? Do you want to be a generalist or very good at one specific thing?Believe it or not, Werner's or Umbral's builds are probably not going to fit exactly what you want.
My builds suit me, but I do not play this game like most people. They're probably good builds for people who enjoy the same things, and there are a lot of those on the boards, but we're a small minority of the player base.
Quote:One thing about builds made by a number of the people on the Scrapper boards is that they're specifically designed around certain aspects of the game, most commonly extreme survivability and soloing AVs. And while a lot of the concepts used to achieve those goals are going to apply to every day gameplay, there are certain things those builds typically don't capitalize on that are important in normal gameplay. For example, Werner's lack of use of Shadow Maul. From a single target DPS standpoint, this is definitely sound but, in the course of an average Scrappers gameplay, you'll be facing mostly mixed groups and even bosses will usually die too quickly for an optimized DPS chain to matter.
Quote:Secondly, a lot of the self-sufficiency, inherent toughness and sustainable endurance usage that are packed into these builds are not necessarily the best thing for the "average" Scrapper. Often, you'll be on a team where you'll receive buffs to compensate for a lot of the shortcomings these builds eliminate. As such, you may be able to get away with 40s in defense instead of soft capping, due to the relative likelihood of someone on the team having -at least- Maneuvers.
If you use one of my builds for normal game play, other than the not dying part, which is always nice, you'll only do OK. That's it. Just OK. And you don't want to spend billions to do OK. You can do OK with SOs.
Quote:The way I see it, build like you're solo and have to take on all the mobs and you'll never have any trouble. You might be X% slower at a specific task in a specific setting than other, more specialized builds, but you'll be fine at doing anything. On the other hand, build assuming you'll have specific buffs or a specific team set-up, and the day you won't have these things you're in trouble.
And with I16 and custom difficulty levels, I think the extreme survivability builds become more interesting for general play. At the moment, when I'm running invincible missions on Sergei, I often turn off all of his toggles to make things more interesting. In I16, I can get the same level of challenge by simply cranking the difficulty level up to the max, and that's much more fun. -
Anyone else notice the Galdiator's Armor +3% def that went for 2 billion influence?
I knew these were getting expensive, but is that the new normal? Am I late to this party? Or is this a new high? Are we going to have to start buying and selling these off market now since they've become price capped?
And is anyone flipping these? With an 800 million influence spread in prices over just a few days, that smells like opportunity to me, but I'm a little afraid to dive in since I haven't been paying close attention, so I don't know if it's just a temporary price spike. -
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Anything I know about how the code works I learned from Arcanaville and others. Lord knows I don't usually try to figure this stuff out myself. I did a bit with required recharge, but the result we got was it's very close to what we all assume it is, so I didn't try to get any more specific than that. Kind of a shame, really, since we toss around figures like that requires 234% recharge when we're not actually as certain as we act like we are. I'd love to be certain, or to know that it's really 232% or 236% or whatever it is. Maybe it's something I should try to nail down some day. Maybe some day the devs will just tell us when powers start recharging and when they must be recharged by to use them.
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Even without calculating, you should be smoking him for damage. Even a DPS Willpower/Super Strength with near perma double stacked Rage is maybe putting out 140 DPS at the outside edge. Chances are he's doing much less than 140 DPS. Chances are you're doing more than 140 DPS.
If you want to settle the matter of who does better DPS, don't ask the number crunchers. Just have the tank taunt a pylon while you take it out. Chances are you'll be able to take it down, though it may take much longer than you wish to spend to finish the job. Then have the tank try to take out a pylon. The tank won't make any headway, almost guaranteed.
If you DO have the patience to finish the pylon, you can calculate your DPS like this:
DPS = 38343.75 / seconds to finish pylon + 127.8125 -
Yes, I suppose I could finish leveling up my Claws/Super Reflexes. I hit the soft cap at 36, and my brain went, finished! I've barely touched him since. Or maybe I should finish leveling my 44 Spines/Dark. It'll be easy now that I can make my own crowds. So many possibilities.
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Quote:Well, sure, but it's pretty out of date I12 sets but taking into account the I13 changes to Dark Melee. No travel power and no Shadow Maul. Should be able to add those without compromise these days due to the good travel power and AoE sets.Werner, I noticed you have a Dark Melee toon. can you post your power picks and slotting? Curious to see what you went with.
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Hmmm, I don't really have the numbers you want, but:
1) Minus resistance is a very effective tool.
2) Most AVs heal 94 hit points per second. No idea how much -regen it takes to floor them. I never had any -regen.
3) Giant monsters heal the equivalent of about 360 hit points per second. Some archetypes can solo them without temps or inspirations. Some scrappers can solo them by nuking them. Two DPS scrappers could duo them. I don't have a lot of giant monster experience, but they actually seem to have less damage output than AVs. Where they probably come out ahead is that I think they tend to have and use large radius AoEs. Keep the squishies at range.
4) You're worrying too much about it. I've never had major trouble with AVs on three man teams, and we gave no specific consideration to how to build for AVs, correct team composition, or anything like that. Only rarely had trouble duoing AVs. Soloing AVs, not so easy without some planning. -
Quote:Thanks, and true, but in the context of this thread, I actually AM a relative newb. Before I9, I hadn't even bothered learning how the game worked. I wasn't even lurking on the forums. Only with the introduction of IOs did the game become NUMERICALLY interesting to me, so that's really when I started paying attention, learning how the game really worked, and actually planning out builds.You do know that Werner as been playing since beta? Just because he wasn't posting on the fourms does mean he is a somewhat of newb. You don't need to post on the fourms to know what you are talking about and it has nothing to do with how long you play and how long you have been making builds.
Back in the old days, I did have a fully Hamio'd Assault Rifle/Devices blaster that was pretty decent. A lot of the guesses I made about how to optimize him turned out to be correct. But from a numerical standpoint, no, I didn't know what I was doing. -
OK, yeah, +4 x 8 is fun.
It's difficult enough that I don't feel funny about popping inspirations, which is good since they fall like rain. Difficult enough to be fun, not so difficult as to stop being fun. Seems about right, at least for Sergei. I haven't tried it with Werner, but he'll probably have a harder time of it.
Makes me want to play a character with some AoE, though. It takes forever for me to plow through a giant purple group one target at a time. -
Wait, what? I just signed on to test. We can't raise our difficulty above +4? Why do the devs hate us! NOOOOOOOOOOOOOOOOO!!!!!!!!!
I'm actually being serious. I was thinking of trying to figure out what sort of character it would take to fight as high uplevel as possible. I was thinking +7 might be within grasp for the right combination and a build specifically designed for it. I fought some +7s on Werner while he was leveling, though I think it was before the last of the Regen nerfs. Wah, grumble, whine.
Mind you, I haven't actually TRIED +4 for 8. Might well get myself killed. But I'd really like a game that I could crank up to utterly suicidal if I want. -
That is sometimes a problem. Purples are just a tool. Yes, they're the nicest, most expensive hammer that you've ever seen. But when you need a screwdriver, you should use a screwdriver.
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Travel time between missions will favor harder missions with more enemies. Still, +0 missions may be best due to drop rates. I'm not here to farm, though.
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You should be able to do a good Dark Melee/Super Reflexes on the cheap. Skip the top tier attack chain in favor of the almost-as-much-DPS Smite -> Shadow Punch -> Midnight Grasp -> Smite -> Shadow Punch -> Siphon Life. Frankenslot Siphon Life. Use pool powers as much as sets to hit the soft cap. Profit.
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While I don't think any of these are an ideal approach, and I've never done any of them, I've definitely thought about MA/DA stuns, DM/DA with presence, and (ab)using self destruction with the DA or FA rez.
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Well, I find Katana/Regen to be the most fun, but you've already done Katana. I also enjoyed Broad Sword/Shield Defense much more than I expected, probably my second favorite leveling toon after my Katana/Regen, but was shelved at 50.
Well, heck. Why not go with a classic that is completely different from Katana/Super Reflexes. With power customization, give Spines/Dark Armor a shot!