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That was my thought too. Heck, I'd already suggested that they raise the to hit for the incarnate levels. If it gets too nasty, I should be able to outfit either my Broad Sword/Shield (yay Parry) or DM/SR with lots of set bonuses to cope. But we'll see. Honestly, I doubt it's intentional or foreshadowing. I suspect it's just a bug.
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Nemesis? They have one trick, Vengeance. Sure, it's a nasty trick, but it has a counter - kill all lieutenants last and simultaneously or as close as possible. I consider Nemesis one of the pushover groups. Yeah, I occasionally mess up and eat pavement. Price of admission.
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Quote:You want consistent survivability on a Regen? Wrong secondary!That's why I'm not considering it for my Claws/Regen.
Everyone is gaga over it for /Regen and I'm just not sold on it. I have a hard enough time remembering to hit my heals when I'm slicing and dicing stuff, let alone a defense power that I'd need to hit every 30 seconds.
I would also prefer consistent survivability.
To me, getting consistent survivability on a Regen is all about managing your clicks. You can have massive burst survivability, or you can have decent consistent survivability, depending on how you manage them. Shadow Meld just sounds like one more click. We're already dealing with four. What's one more? Just one more tool in the toolbox. Think of it as a poor man's Moment of Glory, as another defensive Build Up, but with faster recharge.
I wouldn't do it on Invulnerability, though. While Regen can easily move survivability around, not so much Invulnerability. You don't want to be uber for 15 seconds and then sucky for 15 seconds. I don't anyway. I can see how it would work for just straight missioning. Use it as an alpha mitigator, by the time it drops so has half the spawn, tough it out for the rest. Wait for recharge, and repeat. Not so good for AVs or pylons or +4 spawns, or that sort of thing. But I'm just guessing, really. I haven't played it. So Stratoman, what HAS your experience been with it? What's it like? -
And don't get me wrong. Mine's not even finished yet and it's great fun plowing through crowds with it. But then tonight, I decided to check my DPS on a pylon. It was going pretty slowly, and I was popping both blue and green inspirations. It looked like I'd probably run out of inspirations before I ran out of pylon. Then I failed to take a blue in time, detoggled and died. I am teh ubers! Fear meh!
So yeah. It's just not one of those Scrappers.
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Well, in I17, I was just about endurance sustainable. Then things got wrecked in I18, both endurance and defense. I think I can fix it, but my DPS goes down a lot. I may wait until I19 and see what I can do.
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I know I'm playing one, but I really can't recommend all swords unless you really, really want it. The AoE can be good, but the single-target DPS sucks for a Fire/Shield, and won't be buffed much by fodder because you'll be destroying them too fast with Fire Sword Circle. Also, you'd need Fire Sword Circle to recharge in 5.67 seconds to avoid gaps. You're not even close when Hasten is up, let alone when it's down. All swords takes huge recharge to do sad DPS. It's a pricey exercise in self-gimpage, only to be undertaken if you have influence burning a hole in your pocket, really really want a fire sword chain, and don't care about ultimate performance. Turns out that was me, so I'm running one. But seriously, don't do it!!!
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I'm a big fan of performance shifter. If you're three-slotting, chance for endurance, endurance mod, and either a common endurance mod or a performance shifter endmod/something. With four slots, four performance shifters. On a well-built Regen (perma Dull Pain), you won't need many hit point bonuses, so the three-slot version probably goes to the common endurance mod. You can also six slot performance shifters if you're going for defense, which is a good thing to go for after recharge on a Regen. Everything kind of depends on the build as a whole, though. There's no good way to optimize each power individually and somehow end up with a cohesive whole.
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Quote:You... you hate Shadow Maul? *cries* There, there, Shadow Maul. Don't listen to the bad Scrapper. I still loves you.Oh, and I definitely will not be using Shadow Maul. I have intense hatred for that power, and it is only there for the set bonuses.
OK, looks like Dull Pain is only down for five seconds. I wouldn't consider it a big deal, though yeah, not ideal. For a survivability focus, I'd probably put one or two Golgi in Siphon Life instead of the Mako and maybe the common heal IO. Or maybe a Golgi and a Touch of the Nictus accuracy/heal. Accuracy in attacks is significantly lower than I'd like. You'll have a hard time hitting a lot of what you'd need to fight in order to be at all challenged. Cytoskeleton instead of Enzyme? You don't like using the trick?
The trouble with trying to add recharge is how dependent on all of your sets you are, with essentially every one already buffing defense or recharge. So unless we're switching for even better sets, it's difficult. I wouldn't do this, but you could trade even more accuracy for recharge by giving up on the Luck of the Gambler sets in Tough Hide and Maneuvers and picking up an extra set of Red Fortune in Invincibility or Tough Hide. Sprinkle in some Enzymes or defense IOs. Still soft capped, but 5% more recharge. -
Quote:Mostly correct, though it DOES have scaling resistance that CAN make a signficant difference, though many times does not since it doesn't kick in until you're badly wounded. But against a swarm of minions merely chipping away, a Super Reflexes becomes nearly impossible to finish off, even if they can keep it in the orange.Correct me if Im wrong, but /SR is a defense based set. Which means that when and IF you get hit, you get hit hard and for relatively the full amount of damage as a result of little to no resistance.
And chaos! Don't forget the chaos! -
Yeah, on Katana/Electric, I think I'd go with enough recharge to run the DPS chain, but try to keep Divine Avalanche in the build. Then you can drop back to at least being a fairly survivable Scrapper, even if most of the IO action is supporting DPS. I agree with Amy that Dual Blades has better AoE options if that's an interest. Survivability vs. AoE, I suppose. I'd think Claws/Electric would behave similarly to Dual Blades/Electric, though with a lower DPS potential.
I play my Electric/Fire with a level-pacted tank, so I'm playing it as a blapper with mez protection. All offense, no defense. I don't have my tier 9 attack or Fiery Embrace yet, and it's already an AoE death machine (level 30). It's going to be great in about five more levels and frankenslotted into its final offensive specs. But God help me if I try to leap into a giant uplevel spawn by myself. That's fixable, of course, to some extent. But it isn't a build priority since I'm almost never solo and only need to deal with aggro bleed, not with full spawns.
I wouldn't think that Dark Melee/Electric would be particularly strong no temps no insps. Overly simplistic, but to me, adding survivability to a resistance set is done with defense rather than a heal. You can do a lot with IOs, of course, but almost certainly not soft cap it, at least not practically. You could probably make it so that a single purple soft capped you, and be seriously badass for regular missioning WITH inspirations, but I suspect it would always have only middle of the road survivability without them. -
Quote:Eh, I'm not that thrilled with carnies. The endurance drain when they die is mostly an annoyance. The phasing in and out is mostly an annoyance. And then dark ring mistresses either hit you with their big drain and cause you to scramble to survive, or they miss with it and are easy. Master illusionists are pretty much the only ones that seem interesting to me, mostly because of the big variety of things that are suddenly all occurring at once, and how you deal with it all. They aren't binary easy/nasty like dark ring mistresses. But I'm not THAT thrilled with them.Carnies are a unique challenge that I wish the game would have more of.
Still, yes, challenging enemies are good. I spend more time fighting pushover groups, but the more challenging groups are more interesting. Like right now I'm farming Banished Pantheon. They're not particularly difficult, but there are some different things going on, though it's mostly the defense buffs (or is it accuracy debuffs?) and defense debuffs that I notice. -
I haven't done any calculations, but I'm going to guess that Katana/Electric is capable of around 260-270 DPS. In the better DPS column, I believe that Katana can pull off a little better raw DPS than Dual Blades, and at a lower level of recharge, possibly allowing for additional +damage slotting. In the lower DPS column, Katana won't be boosting Lightning Field nearly as much as Dual Blades. I'm figuring it'll work out around even.
The TROUBLE is that if you have a DPS build, you may not have the survivability to take on a pylon. On the other hand, you can always grab a spare tank to help out if all you're interested in is seeing your DPS, and NOT treating it as a survivability exercise as well. And also, Dual Blades/Electric doesn't have any more survivability than Katana in that regard, so it probably just takes doing a few runs until you get lucky.
I'm leveling a Katana/Electric myself, though he's just a lowbie. Not sure what I'm going to do with him, if anything, but it just sounded like fun. Electric/Fire is my current addiction, though. -
Quote:Quick note: Build Up only lasts for 10 seconds, so it's not even on the same planet as permanent on that build. Still, the point is sound. Hasten brings back Build Up faster, which improves damage output. Also, Build Up doesn't double your damage output unless you haven't slotted any damage in your attacks because it boosts base damage, not enhanced damage.A note about Hasten. You don't *need* it for your normal attacks, especially once you pick up your last two hard-hitters at 26 and beyond. But with 55% base end regen from both Quick Recovery *and* Stamina, you can easily keep Hasten on Auto-fire for the sole purpose of making Build Up nearly permanent (by putting 3 recharges in Build Up too). This effectively *doubles* your damage output all the time rather than for just 10 seconds here and there.
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Quote:That would be fun. Just covering the wildest, craziest things that have been done with Scrappers, hopefully with video documentation or at least pics. Everything no temps no insps unless it's specifically awesome with insps.I hereby nominate "Stupid Scrapper Tricks" as the official name of those scrapper stunts that should probably be preceded by a disclaimer!
Maybe we need a thread by that name, too?
- Aliana Blue vs. I forget who for most dev AVs soloed simultaneously (was it up to 8? 9?)
- Iggy's MoITF
- Anyone taking down a pylon surrounded by two RWZ challenge spawns
- Maybe some harder AVs, the likes of Lord Recluse, Ghost Widow and Silver Mantis?
- Fastest pylon time
- Shred Monkey's 303 DPS destruction of Shadowhunter
- Didn't some Scrapper solo Adamastor using just reds?
- Do my 11 Praetorians in a row with no deaths count?
- Heck, I'd personally want to include BillZBubba's ITF tower, just because it was so awesome. Probably a lot of high end Scrappers could do it, but he did it with STYLE.
Don't try these at home, kids!
We'd almost need a thread before the thread to figure out what should be included. Or it might be best if someone just played benevolent dictator and just assembled everything THEY thought qualified as a truly Stupid Scrapper Trick. -
I don't find that the sets work almost exactly the same. For example, build up. Yes, all sets have some version of it, but it comes in different flavors that play differently. There's your traditional build up, which is a click power that gives you 10 seconds of awesome. There's a follow up type build up, which is an attack that you use in your attack string that buffs subsequent attacks for 10 seconds. And there's Dark Melee's Soul Drain, which is a PBAoE attack that does a little damage and buffs your attacks for every target hit for the next 30 seconds.
I don't think the main thing of interest about Katana and Broad Sword are the defense debuffs, but rather the defense buffs in the form of Divine Avalanche and Parry. They're HUGE, at least on a low to medium defense secondary, and still good on a high defense secondary to help with leveling up.
I wasn't aware that Dual Blades is generally regarded as less capable of doing single target damage than other sets. I guess people need to be made aware that it's actually QUITE capable of single target DPS. The only drawback in that regard is that you can't combine it with Shield Defense, so you're never going to see it as king of the Pylon soloing charts. That said, a Dual Blades/Electric was smack dab in the middle of the cluster of Shield Builds at the top, and far above any other non-Shield build. I wouldn't rate its AoE as superior to Spines, though. I'd put it down around Claws. That's not bad, but not top of the heap either, and again, you can't combine it with Shield Defense for additional damage and additional AoE.
But it's also true that unless you know what you're after, you might as well pick whatever sounds like fun. They're ALL good. There are no clear winners and losers among the primaries and secondaries. They just have different strengths and weaknesses. -
I'm at 1796, and would be at 1863 if I had Task Force Commander. 313% regen. It's an old build, though, so no Physical Perfection or PvPs or anything. I19 might be a good reason to finally upgrade.
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Well, it USED to be Katana, though pretty much just because of how it could take advantage of procs. Then they buffed Martial Arts, and in particular Eagle's Claw got interesting. Now I'm not certain which would be better because I haven't poked into what the new set can do.
I'm guessing that neither does significantly more than the other at this point. Katana would probably be more survivable while leveling due to Divine Avalanche. But I'm doing OK with Martial Arts/Fire, and Martial Arts/Willpower should be significantly more survivable than that. It'd be fine if that's your preference. -
Yeah, sounds like the Achilles' Heel is reasonable for now based on how you play, and the purple proc might be a better idea in the long run if you really want to shell out the influence.
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Well, someone wrote a response about recharge levels, and I missed who, and now it's gone, or maybe I'm just crazy. But I prepared a response, and it might be informative, so I might as well post it. It will also illustrate some differences, and how they don't add up to much of a difference.
I mostly care about top end L50 builds, so I could be off for lower recharge levels and earlier attack chains. I DO have an attack chain library, so let's at least see what we have for what I consider the good end game attack chains of both sets. Mids' average damage, no enhancements, Aracanatime taken into account.
Code:So we see similar DPS, with Katana edging out Broad Sword by a small margin. We also see that Katana can achieve the comparable chains at lower recharge levels.Rech DPS Parries Primary Chain 250% 75 0 Katana GD>GC>SD>GC 293% 72 0 BS HS>Hack>Disembowel 305% 72 0 BS HS>Hack>Disembowel>Hack 163% 67 1 Katana DA>GC>SD>GC>GD>GC>SD>GC 103% 66 1 Katana DA>GC>GD>GC>SD>GC 219% 66 1 BS Parry>Hack>HS>Hack>Disembowel 90% 61 2 Katana DA>GC>GD>GC>DA>GC>SD>GC 108% 60 2 BS Parry>HS>Parry>Disembowel>Hack
Also, since these ignore slotting, they ignore the Achilles' Heel proc. Notice how every Katana chain uses Gambler's Cut every other attack? That makes it an ideal spot for the Achilles' Heel proc, and since the Katana attacks are faster, you'll get more chances for it to fire in a given period of time, and so it will raise the DPS more than it would on Broad Sword. Broad Sword doesn't have a nice spammy attack like this, and its attacks are longer, so is harder to slot with the proc, and it won't benefit as much. Also worth mentioning is that in practice, the Head Splitter -> Hack -> Disembowel -> Hack chain is usually considered superior to the Head Splitter -> Hack -> Disembowel chain even with a gap at lower recharge because it can take better advantage of procs slotted in Hack, generally a purple and an Achilles' Heel. It's one of the few Scrapper chains that you would intentionally run with a gap instead of choosing a tighter chain. -
Identical from a survivability standpoint, a little lower from a damage output perspective. They're pretty much twin sets, so if you prefer Broad Sword, by all means go for it. I think I have almost as many Broad Sword Scrappers as Katana Scrappers, and I'm a number crunching min/maxer. The main difference is look and feel, not performance. I don't think you'd notice the performance difference seat of the pants, and if you did, you could easily be fooled into thinking Broad Sword was better - it looks meaner and hits harder. Unless you're timing a pylon run or something, the difference is pretty much a non-issue. I recommend Katana/Willpower just because I consider it technically slightly superior, and I don't typically want to get into the differences between the two, as Katana vs. Broad Sword debates are something I'd prefer to avoid. Same with Willpower vs. Regen debates, another favorite dead horse. Hopefully I didn't just stir something up.
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I need to clean this up, but here's my standard explanation of why you normally shouldn't put an Achilles' Heel in an true AoE attack.Quote:
Lets say you're surrounded by five even level minions and you use a PBAoE with an Achilles' Heel proc in it. With a 20% chance of firing, on average it will hit one of those minions. Achilles' Heel is basically a buff – attacks on that minion over the next ten seconds will do 20% more damage. So we can consider that additional damage to be the “damage” that the proc does. A level 50 minion has 430 hit points. Let's say that the attack with the proc did 190 hit points of damage, leaving the minion with 240 hit points. And lets say that you DO manage to kill the minion in the next ten seconds. The 240 hit points of damage required to kill the minion can be considered to be 200 base hit points of damage, plus 40 hit points of damage from the proc. So what's the MAXIMUM damage that the proc can do? It would be in an AoE that does NO damage itself, so that the minion still has all 430 hit points of damage. And then you'd need to finish off the minion in the next 10 seconds, which pretty much means finishing off the whole crowd in 10 seconds since I don't think there's a way to identify who got hit with the proc, or at least not to do it quickly. You would then attack the minion for exactly 359 points of damage, and the proc would do the other 359 * 20% = 71 points of damage.
So the proc does 71 damage to an even level minion under nearly IDEAL circumstances –your AoE does no damage at all, and you finish off the crowd in the next 10 seconds.
What about a regular damage proc? That's a lot simpler. 20% chance of doing 71.8 damage.
So when fighting minions, even under nearly ideal circumstances, the Achilles' Heel proc basically only pulls even with a regular old damage proc. In practice, it'll be way behind.
What about lieutenants? Well, you won't be surrounded by just five lieutenants and nothing else, and good luck finishing five lieutenants off in 10 seconds except with an AoE monster, but sure, let's say that everything comes together just perfectly. A level 50 lieutenant has 805 hit points. So you're doing 671 damage, and the proc does 671 * 20% = 134 damage to finish off the lieutenant. Then yes, under these even more ideal circumstances, the Achilles' Heel proc will do somewhat more damage than a regular old damage proc. But taking into account that not everyone's level 50, that you won't often find yourself in this situation, that your AoE actually does damage, and that sometimes you won't finish off the guy that got hit with the proc in the next 10 seconds, I wouldn't say that it's necessarily better in practice. I'd probably still recommend a regular damage proc as being more likely to do more damage on average, and to do it sooner since it takes effect on that attack rather than on potential future attacks. But even if we take the 20% chance of 134 damage at face value, what about a purple proc? That's a 33% chance of 107.1 damage = 35.343 damage on average, compared to our 20% * 134 = 26.8 damage on average. So the purple proc is still significantly better than Achilles' Heel against lieutenants even under near ideal circumstances.
So we pretty much need to get up to boss level before the Achilles' Heel starts to really beat out the alternatives. And while you might be using AoEs on a boss farm, you're not going to be finishing off that crowd of bosses in 10 seconds unless you're on a big AoE team. So I suppose I could add a qualifier of “unless you're AE boss farming on a big AoE team” to my advice to skip Achilles' Heel procs on AoEs, but that's seems unnecessary, that being such an exceptional circumstance.
So the basic use of Achilles' Heel procs is for taking down single hard targets. It's a single target because you don't usually find or take out multiple hard targets fast enough (with some exceptions on some teams). And its a hard target like a boss or above because only those have enough hit points for the damage from the Achilles' Heel to add up.
Now, I DO see some logic in putting it in AoEs for another situation – attacking the boss, but using an AoE because there are other enemies around. The primary target is the boss, so it's pretty much like putting it in a single target attack at that point, which is to say that it is worthwhile. However, what percentage of time do you use your AoEs that way specifically, and what percentage of time do you use them on targets other than bosses? Generally speaking, I think AoEs are largely used as minion munchers. As such, the Achilles' Heel procs are usually going to be outclassed by other options, often significantly outclassed.
REVISION: If the AoE has a regular damage proc, it is all but guaranteed to do full damage, because most AoEs don't do enough damage to kill the minions in that one hit, even when the proc hits. You could always be finishing off something with an AoE, I suppose, in which case a regular proc wouldn't hit for full damage. But if you're finishing off something with AoE, the Achilles' Heel DEFINITELY isn't helping, since it just sets you up for future damage. So we're talking about that initial hit. With an Achilles' Heel, some of the extra damage buff will almost always be wasted on blowthrough damage. In other words, you're not going to do exactly 359 damage, and the proc does the other 71. You're just as likely to have your last attack do blowthrough damage, in which case the proc also isn't contributing as much.,
REVISION: For the AoE attack on bosses, not particularly useful because your single target chain should have a bunch of Achilles' Heels, and stacking makes each additional one less useful. Depends on primary, of course. -
Quote:Yeah, we do kind of need a disclaimer like that. People see someone solo multiple AVs at the same time, for instance, and think "I want to do that!" So they roll up a Scrapper, throw together a haphazard IO build, get creamed, and wonder what happened. Or they post it, "Hey, I want to solo five AVs at the same time. Will this build work?" No. Seriously. No. It won't. ONE AV is going to eat you alive inside of 30 seconds. Let's work on one of two things first - either gaining a really good understanding of the rules of the game and how to take best advantage of those rules, or just copying the build of someone who DOES do the things you want to do. And then practice a lot."These stunts were performed by a heavily played, highly experienced scrapper with an essentially unlimited budget. New players should not attempt this in your first __ months of playing CoX. You should not attempt these stunts with a budget of less than __ billion INF. Your mileage will of course vary, and will most likely include multiple faceplants en route to -- hopefully -- success."
But then, some people are just awesome out of the box. Wasn't Nihilii destroying AVs within a few months of starting playing or something? And that was in the early days when very few Scrappers were doing it. Mind you, very few overall are doing it today, but I think it's pretty common for the forum regulars at this point.
Willpower actually does crazy stunts just fine. Iggy Kamakaze did a master of ITF solo with his Katana/Willpower - no temps, no insps, no deaths, no kidding. He also soloed a pylon while surrounded by a double RWZ challenge spawn, and then finished off the rest of the Rikti. IO'd to the gills, Willpower can do Stupid Scrapper Tricks as good as anything, at least the survivability tricks. With no damage boost, it won't do the damage tricks.
And so that I'm at least slightly on topic, there are a ton of Scrappers that can be VERY solid solo. But I'm hopping on the bandwagon:
Katana/Willpower
Do eeeeeet! -
It kind of imports into the I18 Mids'. It shows Stamina, but not the rest of the new inherents. I don't know enough about Blasters to comment intelligently anyway. I just wanted to say that...
Gah! Your costumes are just too good for words! -
I'm not certain, but I think your damage bonus monitor is reporting base damage enhancement. Enhancements also improve damage. So do build up powers, team buffs, and so on. Let's say, for the sake of argument, that everyone averages about 140% enhancement, and that your damage bonus is reporting 120%.
Brute: 75 * (100% base + 140% enhancement + 120% buff from fury) = 270
Scrapper: 112.5 * (100% base + 140% enhancement) * 110% criticals = 297
NOTE: I have no idea if I'm doing this right. I've played a few brutes, but never number crunched them, or cared much about inter-AT differences as long as I'm having fun and others say they're at least vaguely in range of each other.
(Edit: Didn't see Bill's post before posting. I gather I'm doing it right, then.) -
Or you may get a purple (ultra-rare) recipe drop. I got one today. It sold for half a billion crafted. So one good drop is all it takes to fund a really nice IO build.