Werner

Renowned
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  1. Quote:
    Originally Posted by bAss_ackwards View Post
    Werner, did you have Death Shroud on that character?
    I did and do, and I pretty much leave it running at all times.
  2. Quote:
    Originally Posted by Fury Flechette View Post
    You really don't need one. It does pretty well with just SOs. Just take the following powers as soon as they are available )gambler's cut, divine avalanche, indomitable will, rise to the challenge, quick recovery) and you'll be fine.
    Yeah, it's one of many reasons that Katana/Willpower is so nice - it's really hard to mess it up. That said, here's Mojo's guide to Katana/Willpower. I actually haven't read it, but Mojo knows what he's talking about, so it should be right on target. It includes a leveling build if you just want to start playing without thinking about what you're taking and how it fits in with your own play style.
  3. Werner

    Fire/Regen PvE

    Quote:
    Originally Posted by Santorican View Post
    Scrapper losers unite!
    Sign me up, but I propose "Scrapper Sellout Losers" since we're not JUST losers; we also sold out our concepts.
  4. Quote:
    Originally Posted by Umbral View Post
    Actually, GC is better than SotW. SotW takes up more time in your attack string, thereby reducing the overall contributive DPS of SD and GD, which are your real money makers. SotW might have better DPA, but GC allows you to have better DPS with your attack string overall.
    Except that Sting of the Wasp doesn't even have better DPA going for it. The in-game data gives a huge DPA advantage to Gambler's Cut:

    Gambler's Cut = 78.44 DPA
    Sting of the Wasp = 62.03 DPA

    Mind you, the in-game DPA ignores Arcanatime, so I wouldn't trust it any farther than I can throw it. The difference is less stark if you define DPA as Damage Per Arcanatime second, but still favors Gambler's Cut:

    Gambler's Cut = 52.55 * 110% / ((roundup(0.67/.132)+1)*.132) = 62.560 DPA
    Sting of the Wasp = 72.57 * 110% / ((roundup(1.17/.132)+1)*.132) = 60.475 DPA

    My other argument for sticking with Gambler's Cut at level 1 is that it recharges much faster. Recharge is an issue on a lowbie.
  5. My experience was that Oppressive Gloom was better for Katana/Dark through the mid levels, but Cloak of Fear was better in the end game.

    In the mid levels, I started with Cloak of Fear. But I just couldn't afford the endurance, or the slots to make it work better, and ended up respec'ing into Oppressive Gloom when that became available. MUCH better. Oppressive Gloom costs almost no endurance, since it hits your health instead. It pulses every two seconds instead of five, and has better accuracy, so it did a much better job of keeping the minions out of the fight with even the default slot. And I do think that it was preventing significantly more damage than it was causing, though I never tracked it, so it depends on how much you trust my butt-o-meter. The main danger was actually for Divine Avalanche - my target would often wander away through a crowd, forcing me to give chase, and sometimes delaying me enough to drop my double-stack, which was a danger. Also, it was simply annoying to me having them wander away and get unstunned, fire off a ranged attack (to which my defense was low), and then run back in.

    In the late game, I respec'd into Cloak of Fear again. By that point I was heavily frankenslotted for endurance reduction and had enough slots to make things work. I was VERY happy with the switch. It didn't cause an endurance problem. I felt that the attacks from feared-but-attacked mobs caused less incoming damage than from the wandering stunned/unstunned mobs. Again, no actual numerical analysis was made, just my impression. I wasn't taking the damage from my own power, which by that point, with all of my defenses and resists coming together, was really starting to be noticeable. And the biggest breath of fresh air was not having to worry about Divine Avalanche. Feared mobs stay put. Oh, and of course that means they stayed in range of The Lotus Drops, and since I wasn't chasing stunned mobs, I could stay in the center of the melee. So my damage output was higher.

    IO'd out with soft-capped defenses, I'm convinced that Oppressive Gloom would do more damage to me than it would ever prevent. Cloak of Fear is only moderately useful, but it seems more useful than beating myself in the face with my own power. And hey, it's kind of fun seeing cowering mobs.

    I haven't ever run them at the same time, so I can't comment from experience on how well they work together. But my educated guess is that you really wouldn't want to do it. Sure the mobs won't attack you, but either way they wouldn't have been attacking you MUCH. In the mid levels, adding Cloak of Fear is spending a ton of endurance for just a little more mitigation. In the upper levels, adding Oppressive Gloom is beating yourself in the face to prevent negligible amounts of incoming damage. I'd stick with one or the other. Doesn't hurt to try if you're curious, though.
  6. Well, I'll at least answer some questions, even if I'm not posting a build - I never plan my leveling builds.

    You won't be squishy in the long run. Parry helps a lot here.

    One accuracy SO should be enough for normal content. Two is nice, but rather than go that route, I'd frankenslot. I usually frankenslot in the mid 30s.

    I wouldn't take Aid Self while leveling up. Maybe in an end game build, but you'll only need it for crazy stuff. Double-stacked Parry at a low level, and single at a high level should cover you.

    Do fit in Tough and Weave, though they're probably a mid to high level thing. If endurance is a problem, frankenslotting will solve the problem.

    As far as slotting priority, and for that matter power selection, on a lowbie Scrapper, the best defense is a good offense. Concentrate on your attacks.

    Oh, and a warning in case you weren't prepared - lowbie Scrappers are just another squishy. The teens seem to be particularly bad, with a lot of dying and running out of endurance. Parry will probably smooth things out a bit, though. And once you're in the twenties, and have Stamina and SOs, things should start coming together. The thirties and up should be great.

    Broad Sword/Shield Defense was the most fun I've had soloing from 1 to 50, so I think you've made a good choice. On the other hand, all Scrappers are good choices.
  7. Most scrappers are just another squishy until the mid levels. And so you're warned, I usually find the teens to be much worse than the earliest levels, so it'll probably get worse before it gets better. But once you hit the low to mid twenties, it should start getting better. By the time you're in your 30s you should be solid.

    I do think that red side ATs were designed for soloing more than blue side. And Brutes will always have a survivability advantage over scrappers. But you'll be fine once you get past the ugly early levels. In your case, lean hard on Divine Avalanche. That should get you through most things.
  8. Werner

    kat/dark

    Since it apparently doesn't come across in the text dump, all of the Hamios are level 53. It's the difference between 44.8% and 44.96% AoE defense. Nothing you'd notice, but it's taking 3% more AoE damage if you stick with 50s.

    I have minor endurance issues. For instance, I ran out of endurance towards the end of the double Rikti War Zone challenge, though that probably could have been avoided had I remembered to turn off Cloak of Fear once the minions were down. Pylons are OK since I can turn off a lot of toggles. I've barely started on AVs, so I don't have much to report there. I do have to chug my blues if I'm farming at full speed.

    Some differences with ClawsandEffect's excellent build:
    • Over 10 times the price
    • 6 seconds faster recharge on Dark Regeneration
    • 45 more hit points
    • 7 hit points per second better passive regeneration
    • 17% higher to-hit
    • 5% higher weighted average resists
    • 4 points more knockback protection
    • I do no knockdown/knockup
    • I probably do lower DPS, but haven't calculated
    • Cloak of Fear vs. Oppressive Gloom (personal preference, easy swap)
    • Probably some endurance differences, but difficult to calculate

    Overall, I'll still say that ClawsandEffect has the better build, because price IS a concern for most people, and he hits the same highlights (soft-capped defense in a practical build with travel power and AoE) at a VASTLY lower price point.

    One possible difference for you, dume, is that I have my full attack chain by level 8, since I skipped the Katana big hitters. So in that sense it may exemplar better. But it was not designed for it.
  9. Werner

    kat/dark

    My build by request.

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  10. Werner

    kat/dark

    Quote:
    Originally Posted by dume View Post
    ...enough recharge to ensure a top chain including DA to help out on defence (Hope I can go with 1 application so I don't have to compromise my dps too much) Although I'm wondering how usefull is DA if I reach the softcap?
    You're not going to reach the melee soft cap without either Divine Avalanche or sacrificing the soft cap in ranged or AoE defense. So yes, Divine Avalanche is still useful. As for one in the chain vs. two in the chain, you could probably get away with only one. I hit 41.2% melee defense with one, and with no defense slotting in Divine Avalanche itself, so it probably wouldn't take much more to get to 45%+.
  11. Quote:
    Originally Posted by Umbral View Post
    I agree with everything you've said here except one thing: DA is no easier to stack than Parry since they both share the exact same numbers (same damage, animation time, duration, accuracy, recharge, end costs, everything but cosmetic differences). The only way that you could possibly construe that Kat/* is better than BS/* where stacking DA/Parry is concerned is insofar as the Kat/* attacks animate faster, but that's not really an issue since you're cycling 2-3 attacks between DAs with Kat/* rather than 1-2 Parries with BS/*.
    I meant spamming them as fast as you can, such as when defense debuffed. Granted, you can spam them both at the exact same speed - they are basically the exact same attack. But with Katana, Gambler's Cut fits nicely in the gap. It's harder to fit things in the gap with Broad Sword, as the attacks are longer and recharge more slowly. Maybe it's just that it makes me more reluctant to spam Parry than Divine Avalanche, as I don't want to give up the damage. So I guess I misspoke when I said that you can spam it faster - you can't. But I still think it's better for spamming, if only because of what the rest of the set provides.
  12. Werner

    kat/dark

    Quote:
    Originally Posted by dume View Post
    Although I'm also slightly tempted by BS/SD
    *looks for Altitis cure*
    Broad Sword/Shield Defense was, I think, the most fun I've had from 1-50. So I'm no help.
  13. Werner

    kat/dark

    Quote:
    Originally Posted by dume View Post
    are there any significant changes to be made to his attackslotting since I'll play kat instead of BS?
    Well, I'm too lazy to track down his build, but the main issue in switching to Katana would be recharge requirements - just need to make sure everything recharges fast enough. I'm guessing you'll be wanting a chain that double-stacks Divine Avalanche, so I'd recommend Divine Avalanche -> Gambler's Cut -> Golden Dragonfly -> Gambler's Cut -> Divine Avalanche -> Gambler's Cut -> Soaring Dragon -> Gambler's Cut. For that, Gambler's Cut is the critical attack, requiring +90% recharge (recharge in 1.58 seconds), and being the one attack you really want the Achilles' Heel in. Golden Dragonfly needs +43% recahrge (recharge in 8.45 seconds), while Soaring Dragon needs only +2%, and Divine Avalanche needs no recharge enhancement at all.
  14. The two sets are extremely similar, with the most noticeable difference being feel. To me, Katana feels quick and precise, while Broad Sword feels slow but brutal.

    To oversimplify, I'd say that Katana is slightly better in every way in PvE. You can do higher DPS, better AoE, stack Divine Avalanche faster and higher than you can stack Parry, get more knockups/knockdowns faster. If combining with Regen, the shorter attacks will let you click that heal a tiny bit sooner. Recharge requirements for top chains are lower.

    That said, I'd recommend leveling one of each into, say, the teens. Stick with whichever you're enjoying more. The differences aren't so big as to trump fun or concept unless you have something very specific that you're building towards.
  15. Quote:
    Originally Posted by Aliana Blue View Post
    Hack -> Disembowel -> Headsplitter ftw.
    Unenhanced, it's basically dead even with Head Splitter -> Hack -> Disembowel -> Hack. But for that kind of recharge, you can stick a purple set (and proc) plus an Achilles' Heel in Hack. The four attack chain should then pull ahead.
  16. I'm pretty sure ambushes don't ignore aggro caps. I occasionally run a mission with multiple ambushes triggered from one boss. I play on x8. I end up completely surrounded by dozens of bad guys who are just... standing there... hanging out... checking out the scenery. They sometimes even form a well-defined ring around where the original boss was killed.
  17. Quote:
    Originally Posted by GibsonMcCoy View Post
    some of us can even solo AV's now, some two at once, and one has soloed the ITF.
    Quote:
    Originally Posted by DaveMebs View Post
    Nihili soloed 9 AVs at once
    Quote:
    Originally Posted by myname72004 View Post
    I am curious about this soloing AV's. Did the sets get that big of a boost or did the AV's get a nerf.
    Before you start thinking that we're that overpowered... we're even MORE overpowered than you're thinking, because this is all being done without using temporary powers or inspirations. The ITF is a task force, and was done with no temps, no inspirations and no deaths. Top end power levels have climbed significantly due to some set boosts, but probably more so due to the careful application of invention origin enhancements. (Edit: Regular power levels are up since I6, but not nearly to the extent that top end power levels are. So many people's experience with the game remains very similar to before. Many players still haven't gotten the memo about what top end builds can do, so you'll see occasional stories of, say, an AV-obliterating scrapper being refused a team invite because "sorry, Regens die too much" or what not.)

    Quote:
    Originally Posted by myname72004 View Post
    I left like around I6 and was wondering what the big changes were.
    OK, let's see what we have since I6 for Scrappers, and I'm sure I'm missing a lot:
    • Defense mechanics changed - defense is now pretty reliable against most enemies you'll face (the magic number is 45%... as you approach it, things get better and better, and improvements drop off quickly when you exceed it)
    • Weapon sets now affected by redraw, but are faster when you already have the weapon out
    • Many sets have been buffed
    • Tons of new costume options
    • Veteran rewards (mostly quality of life benefits)
    • Scrapper sets very nicely balanced after all the changes, a great variety of combinations are being played
    • Fautline completely changed (now worth playing in)
    • Hollows fairly changed (now worth playing in)
    • Radio missions added (talk to detective in zone to get radio for endless random missions)
    • Safeguard missions (every X number of radio missions, kind of non-stop timed carnage with objectives to add time to the clock)
    • Temporary travel powers at low level from running Safeguards
    • Invention Origin enhancements (sets of these add tiny global bonuses that can really add up in a well-designed build, recipes for each require salvage drops to craft)
    • Can now transfer large sums of influence rather than 99,999 at a time
    • Wentworths allows you to buy and sell enhancements, recipes and salvage
    • Rikti Crash Site has become the Rikti War Zone (can join Vanguard and fight against them)
    • Ouroboros allows you to repeat old missions and arcs, or do them for the first time even if you don't have the contacts
    • Dual Blades, Fiery Melee and Electric Melee primaries
    • Willpower, Fiery Aura, Electric Armor and Shield Defense secondaries
    • Weapon customization in the character creator and at the tailor
    • Cimerora (Because you wanted to fight a bunch of defense debuffing Romans with enough power to take down modern superheroes, right? That said, rather pretty, and more fun than it sounds.)
    • Lots of places where you can see the actual numbers used by the game instead of just "it's fast and does moderate damage"
    • Day jobs (minor buffs depending on where you log off and for how long)
    • Second builds (can have two completely-different builds for the character, and switch back and forth, though only at the level up people, and I think there's a timer?)
    • Leveling pacts (all XP shared between two characters)
    • Spendable merits replaced the task force completion drops and the like
    • PvP nuked from orbit (It was the only way for them to be sure! Now works completely differently from PvE. Reported to be intended to make it more newbie friendly and better even out the playing field. Reportedly instead just drove away a large number of current PvPers without pulling in anyone new.)
    • You can disable experience points if you want to park yourself at a level for a while
    • Mission Architect (write your own missions and arcs)
    • Customize the colors of many or most power sets
    • Mission difficulty VERY customizable, from facing a normal-sized spawn of -1 enemies with no bosses or AVs to facing a spawn of +4 enemies sized for an entire team of 8, with all bosses and AVs included. Some top end scrappers routinely mission on +4x8 with bosses.
    • Sidekicking on teams now automatic, everyone set to the level of the mission owner (if higher) or level-1 (if lower). Annoying during invasions, and I so rarely team that I can't report how it plays out in the normal game.
    • Mids' Hero Designer won the hero designer wars. Simply everyone is using it.

    Basically, I think it's just all a lot more balanced, but at a somewhat higher level of power, and it's just more fun. There are a lot more reasons to and rewards for playing your 50s, which suits me nicely.
  18. Quote:
    Originally Posted by DSorrow View Post
    I usually aim for 2.5-3end/sec after toggles.
    This is my first pass, as in my experience, attack chains on fully-IO'd characters tend to run just around 3 EPS (with a huge +/-). From there, I calculate how much endurance I'm actually using while attacking and make sure I'm happy with the result, and tweak if not.
  19. Quote:
    Originally Posted by Cyber_naut View Post
    This reminds me of the debate that raged when they lowered the animation times on katana - people swore up and down that it would make katana ridiculously overpowered.
    I believe I was one of those people. I was wrong. Mea culpa.
  20. Quote:
    Originally Posted by Bill Z Bubba View Post
    Quote:
    Originally Posted by Werner View Post
    I'm also currently playing a Martial Arts/Fire Armor.
    You really did it? Is it as painful as I think it would be?
    I've had very little time to play. I'm only level 5 or 6 or something. Everything's great at that level. But hey, I'm happy with look and concept, which is half of the battle.
  21. Quote:
    Originally Posted by BrandX View Post
    Well my post was more in line with a previous post as well, which you either forgot (simple enough as my message was a reply to a reply of mine, or simply didn't read.
    Sorry, I'm kind of skimming, and that just jumped out, probably because the whole "people who assert X are simply lying" is a button of mine. Can we pretend I didn't fly off the handle like a forum newb?

    Quote:
    I had said earlier, that they could give all Super Strength animations to Martial Arts, so people can go the super strength concept route, and they'd still complain (this includes giving Scrapper access to the hurl power in one of the epics, I suggested Body).
    While I see little reason to not port Super Strength eventually, more smashy animations in Martial Arts would satisfy me. And I'm already pretty happy with what they did to Martial Arts.
  22. Quote:
    Originally Posted by BrandX View Post
    they want it for numbers...and they lie when they say otherwise.
    I want it because it's very SMASH. I like smash. I use Rage, but frankly, I hate it. The crash drives me nuts, even if I know it improves my performance overall.

    Now yes, in my case, if a ported Super Strength WAS numerically superior, I'd probably play one for that reason too. But even if you brought it over as a numerically INFERIOR set, I'd probably give it a whirl just to see if it was worth it for the fun factor, particularly if they replaced Rage, since I hate that power.

    Yes, I know I'm a numbersraping powergamer. I'm also currently playing a Martial Arts/Fire Armor. Not everything is about having the best numbers.

    So, am I lying? Are you really accusing people of that? You HAVE noticed that people have a great variety of interests and motivations, right? That we're not all the same?
  23. Quote:
    Originally Posted by Windenergy21 View Post
    it certainly is annoying having to retoggle cj on and off a billion times.
    /bind e "powexecname Ninja Run$$powexecname Combat Jumping"

    I always use a bind like that to swap between my travel power and my in-combat power. It's second nature. What I wish I could figure out is how to turn on and off both Sprint and Ninja Run at once.
  24. Werner

    Nemesis?

    Not sure. However, a mass of Jaegers can put you in a massive toxic cloud. Might that have been the problem?