-
Posts
89 -
Joined
-
Thank you for posting your build. It is highly impressive. I don't know that I have the time nor inclination to gather together the resources for the purple sets you have or the pvp enhancements.
However your build proves my point, specifically True Grit is slotted for health and regeneration NOT damage resistance. If you were to slot it for damage resistance (not something I would advocate btw) then you could not slot it for health and regeneration (as well as the ranged defense set bonus). Ergo you cannot do both which goes to my original assertion.
While you can certainly devote some slots to damage resistance if you are relying on the ultra-expensive pvp enhancements and purple sets I don't think that it's a viable build without those.
Thank you again for posting the build you certainly made some choices (for the better) I hadn't considered. -
Fury Flechette, putting aside fromy the smary remark about having to have the last word I would indeed love to see your build. I must say I am duly impressed with your numbers. I must admit I am skeptical and wounder if you have not sacrificed in other areas (such as damage, accuracy etc.) to reach those numbers. And regardless of what sacrifices, if any, you have made on that particular build its performance vs the spawn that really matters in the end and of which I'm sure you build meets or exceeds expectations.
-
Quote:I understand your confusion. It comes from misreading what was written and making conclusions based on incorrect assumtions.
--I'm a little confused. You're saying softcapped defense is enough that you don't need dam resist (and I find that statement ridiculous), yet you advise getting health and regen bonuses to add to survivability
Quote:--Then you probably haven't made many builds. (RE: my comment on slotting boxing/kick) Those two powers can slot some of the best sets in the game if you have the slots to spare.
Quote:--You would be surprised how little this (the b/u proc in Gausians-filcher) actually fires off when it's going to be of much use. You're generally better off putting it in BU.
Quote:Side Note: You talk about how leadership is better...
Quote:You are wrong when you claim that Fighting pool builds will have lower health, renegeration, recharge, accuracy and so on, since the ease of softcapping frees up slots to improve those areas.
I MIGHT POINT OUT...that I did not bring up leadership as a "better" build but that the OP asked for advice on adding Leadership to a build. I have built Shield Scrappers with Leadership, with Fighting and without either. All of them "viable" builds and most soft capped defense to boot. Leadership gives the Scrapper several valuable tools not available to one built with Fighting but at the expense of easily maximizing defense (yet it can still be done) and sacrificing some damage resistance enhancement (if thats something one would want to do). -
Quote:Yes you can slot for damage resistance to a "respectable" level. However the most "optimized" build I've seen soft caps defense and rather than slotting for damage resistance and uses its resources (i.e. slots) for health, regeneration, recharge and endurance reduction.
Not really. Tough plus deflection gets you around 32% S/L resistance, which is noticeable.
Quote:I'd take fighting over leadership on a scrapper any day.
Quote:If you use it to just mule the Steadfast than I submit that your build isn't really that optimal.
Quote:Also what I don't understand that you advocate using tough to mule a set but at the same time say that boxing is a wasted pick even though it can mule a number of very useful sets, even with just 2 slots.
NOT TO TOOT MY OWN HORN BUT...
I have played a ele/sd Scrapper to level 50 and used Leadership rather than the Fighting Pool. I recieve multiple requests for build information with every team he's been on. Arc-Hammer (Justice) can solo the cysts in the ITF and can tank Romulus in the end fight. Maybe my build isn't "optimal" but it sure is darn close. And, I might add, I didn't devote a single slot to damage resistance nor do I have a single power that sits unused (aka boxing/kick). However if you prefer an easier route to soft capping defense by all means take the Fighting Pool as it is certainly a viable option.
To the OP...my only advice on Leadership is to NOT take Assault. Do take Phalanx Fighting (even if you solo). And if you have an open power choice Grant Cover is not a bad option for it's defense debuff resistance (it can also serve as a LotG mule). As an aside, in my build, GC could easily be swapped with Vengeance. -
With leadership you get Manuevers, Tactics and Vengeance. I wouldn't take Assault as AAO and Build Up (or the equivalent in your primary) boosts your damage much more effectively/efficiently. No reason not to take both Phalanx Fighting and Manuevers to boost your defense (and as LotG slots). Additionally Tactics can be slotted with Gausians for the defensive set bonus and the build up proc. Vengeance is another LotG mule and its an amazing buff (a number of times in my experience things went south, team members started dropping, and Vengeance averted a team wipe). I have a shield scrapper with soft capped ranged/melee defense (aoe is close at just over 43%...and if I had the inf for a pvp enhancement I could soft cap aoe). Of course with Phalanx Fighting and just 1 teammate I'm comfortably over the soft cap for ranged/melee and aoe.
Its actually easier to hit the soft cap if you take the Fighting pool powers. But then you have a "wasted" power choice in Boxing/Kick and Tough is just a mule for the Steadfast 3% global defense IO both of which have to be taken to get Weave. However, the defensive bonus from Weave and the IO in Tough get you more defense with less slots than the Leadership pool (of course you dont get the other benefits of either Tactics or Vengeance).
The only reason one would take Grant Cover is for the Defense Debuff Resistance. One is, after all, a Scrapper and not a Defender. I took Leadership on my Scrapper strictly for the benefits to the Scrapper and the effects benefiting teammates were just icing on the cake, so to speak. Unless, obviously, you are teaming on a regular basis with another Scrapper who has also agreed to take Grant Cover so the two of you (or more?) are mutually covered (no pun intended). Without Grant Cover you can get about 30-40% Defense Debuff Resistance from Active Defense and Battle Agility. I regularly run the ITF, with my Shield Scrapper sans Grant Cover, and face massive debuffs from the Cimerorans which I find can be dealt with through the creative use of inspirations and/or a properly equipped teammate.
Good Luck with your build. -
I'm just wondering why WP isn't in this discussion?
-
That might be "best" but I only have 3 slots to work with. I need to know whether slotting the 3rd end mod IO is better/worse than slotting a Performance Shifter (chance for endurance) in that slot.
-
Which gives you more "bang for your buck"? 3 slotted level 50 endurance modifiers OR 2 slotted level 50 endurance modifiers and a Perfomance Shifter:chance for endurance?
Is there a math whiz on this forum that can figure out which will generate more endurance over time and what the equivalent % is?
Thank you. -
I know the OP stated "without a travel power" but really SS + CJ + Hurdle and you have the CoH version of parkour. This is especially true in the Rogue Isles where there are a lot of vertical obstacles.
BTW Hurdle + CJ may equal or even surpass Fly in straight line speed but I'll race you across Grandville and bet Fly wins every time. -
Well I figured that the Adjusted Targetting IO bonus was being displayed and that it probably had something to do with how it was calculated.
However that still doesn't explain the Aegis 20%. It does not indiicate in the description that it is a proc. But on the chance that it was I activated Force of Nature and saw a "large status resistance bonus" pop up of a little over 4%. Is that the Aegis and is that correct? If so I guess I need 2 respec and move it into my damage resistance toggle. -
I 6 slotted Adjusted Targetting in Build Up for a 7.5% status resistance bonus and an Aegis status/psi resist in Force of Nature for a 20% status resistance bonus.
My power display window only shows an "ultimate status resistance bonus" of 6.98%.
Is the display wrong or am I not getting the full resistance bonus for some reason? -
Awesome Sauce...thank you very much for clearing that up! I did indeed slot Dark Despair Chance for Recharge Slow and your answers reenforced what I though should be happening. Thank you again, UberGuy
-
Darkest Night is a targetted toggle so does the proc fire off every 10 secs (or every 5 ticks) or just once when targetted?
The toggle affects nearby foes so does the proc also fire off for each foe affected and does it fire off every 10 secs (or every 5 ticks) or once when targetted?
Since foes can move into and out of range of the targetted foe how does that affect the proc?
Tar Patch is a persistant targetted AoE does the proc fire off once when it is activated or does it, like a rain, continue to fire off every 10 secs?
Since foes can move into/out of the Patch how are they affected by the proc?
How is a proc slotted into Dark Servant affected?
Does it fire off every 10 secs? If so, what is the radius of affect?
And/or does it fire off every time DS uses an attack or only on specific attacks? Does the type of proc matter (i.e. damage vs, say, a slow recharge effect)? -
Well as an experiment I replaced the Recharge Rate enhancement w/a To Hit Buff and the recharge rate went from 1m57s to 2m1s which shows in the enhancement window as a 97.5% reduction. Since 2m is perma I think global recharge should take care of it.
I'm curious as to why the total set bonus adds up to 116% it shows 97.5% and, if my math is right, actually calculates out to 98.3%. I'm also wondering as to how it calculates that global bonus (currently 47.5%) and what my actual recharge rate will be.
"Enhancement Diversification does not apply to special benefits or set bonuses." -Eric_Nelson quoting Wikipedia.
The recharge rate reduction is not a "special" benefit nor is it a "set bonus" it is the % granted by each individual enhancement just like the generics. There must be a reduction based on the % granted that explains the numbers and I believe it is ED.
I've gotta say I've been running a few missions w/out using Hasten (and it's been hard stayin off the juice) and performance-wise I really haven't missed it. I imagine it will be even better once I get the toon fully slotted and increase the global recharge even further. It is especially noticable though when I hit mobs w/-rech and the FF proc fails 2 fire...but then again its been nice not to suffer through multiple rage crashes. -
"2 foot stomps > 1 foot stomp" -Chaos Creator
I agree but a Footstomp for 5 damage isn't doing me much good (and yes I understand the value of KD and activating the FF proc). The effect of successive multiple Rage crashes makes me think there is a curve where increased recharge diminishes in returns. So to rephrase, is there a global recharge % at which Hasten is no longer needed to double stack Rage? And at what point does the Rage recharge rate become more of a hinderance than a benefit?
For reference Footstomp has a current recharge rate of 13.07 sec's (the base recharge is 20 sec's). I have it 5 slotted w/Sirocco's Dervish and 1 Force Feedback Proc. What is the recharge time w/a global recharge of 55% (I am unsure of how it calculates this number)?
"I don't recall the exact name for the system, but sometime ago they added a diminishing returns feature to enhancement bonuses. Once you hit around 90%, you get less and less actual effect from additional bonus." -Kiralyn
I thought ED (Enhancement Diversification) only affected enhamncements that were of the same name. I did not realize it also calculated after 90% regardless...thanks for the info.
I'm also aware of the 5 rule but thank you.
"That is correct. At least, it sounds like about the right number." -Ironblade
I did not post the numbers because I thought they were incorrect. I posted them for reference in relation to my questions about recharge, Rage and Hasten. So to rephrase my question, if I remove the lvl 50 Recharge enhancement from Rage will it remain perma? -
I am playing a level 50 Brute (SS/WP) and have started to build set bonuses. My question concerns Rage and Recharge.
Currently I have a global recharge of 47.5% to which I could add another 7.5% if I drop Hasten for Combat Jump (and slot LotG) for a total of 55%. Additionally adding Combat Jump and 3 slotting it w/LotG would also increase my overall defense and my max health (which would increase my regeneration rate as well).
I also have a Force Feedback Proc in Footstomp.
Rage currently is slotted with 1 lvl 50 Recharge enhancement and 5 slotted Adjusted Targetting for a Recharge of 1m57s making it permanent. I have noticed that for a good amount of time I have double Rage and w/Hasten (and possibly the FF Proc) I occasionally have triple Rage. I also seem to spend a substantial amount of time in Rage crash with this set up.
The total % from Adjusted Targetting is 21.2+26.5+26.5+42.4=116% plus the lvl 50 Recharge enhancement (42.4%) comes to a grand total of 159% but the stat window shows a recharge rate bonus of 103.8%.
So I have several questions concerning the numbers:
1) If I remove the Recharge rate enhancer from Rage will it still be permanent (sans the global recharge or Hasten modifiers)? And, as a follow up, if not how much global recharge would I need to make it perma w/out the lvl 50 42.4% Recharge rate enhancement (but w/Adjusted Targetting)?
2) Do I need Hasten to double up Rage or will a global recharge of 55% be enough?
3) Is triple stacked Rage really worth it in terms of extra damage vs crash time?
Thank you in advance for your posts. -
It depends...
If its a toon that doesn't get Stealth as part of the primary/secondary powers obviously the pool power is not needed.
If its on a toon that doesnt have the inf to get a Stealth IO and I need Stealth (for concept or for pure power play reasons) Then I generaly take Stealth from the Cocealment pool with an eye on respec'n out of it later and getting an IO.
That is "unless" I want the other powers in the pool such as Grant Invisibility or Phase Shift.
Any toon I take that has Super Speed, as a rule of thumb, ends up getting a Stealth IO. Unless, of course, they have a Stealth power, I need the other powers from the Stealth pool or, for reasons of concept or power play, the toon does not require near-invisibility.
But to you actual question, SS + IO is just as good as SS + Stealth providing near-invisibility. BTW I believe that Stealth (the pool power) + the IO also provides this if for some reason you dont want/need SS. -
Why Are There No Steam Punk Boots?
It seems there is a missing costume peice...Steam Punk Boots.
Steam Punk is actually a choice in the costume "sets" section but the boots are not a match (I think they are Crey). Why? Is it that difficult to finish the costume set and add the matching boots?
When will this egregious error be rectified...oh the horror (ok that was over the top sarcasm just for those folks without a sense of humor). -
Villain side: DM/WP Brute + Fire/DM Corruptor
The Brute is very survivable on it's own and can hold the agro even w/out taunt. The Corruptor has all of the aforemention dark control powers (in a previous post about dark Defenders) plus high damage attacks. Both can solo w/out a problem and as a combo they work great together.
Hero Side: FA/DM Tank + Kin/Ice Defender
The Tank is very survivable on its own and can hold agro even w/out taunt. The Defender has buffs (SB ftw) and controls (slows, -rech and holds). Neither is especially good for solo play but together they actually make a better combo than the Brute and Corruptor.
I have played both of these combos w/my son and we had a blast. I played the support toon (Corruptor/Defender) to start but after awhile we would switch back and forth as he got more familiar with the game.
Essentially Melee/Support is the best beginners choice for a duo. The melee toon holds agro while the support toon keeps the melee toon alive and kicking. Of course there are a number of other combos that would fit into this mold and other mutually beneficial duos that are not melee/support (but generally they take a more advanced approach to play). -
I played for about 2 years and never had a level 40 (before 50 was available) heck breaking 30 was a cause for celebration. After a break I came back and decided I was going to get a level 50 so I could unlock the Epic Archetypes.
Basically I just decided that I would play a specific toon everytime I logged on for at least 1 mission then allow my altitis to kick in if I wasn't having fun. I found I played that toon more and more as time went on until it was almost my exclusive choice. 50 suddenly happened and thereafter 50 happened a lot more often. I don't farm, PL or do anything other than run normal story arcs and I have 5 hero lvl 50's and 5 villain lvl 50's and a boat load of alts in their 20-30's in about a years worth of playing (generally about an hour a night maybe a bit more on the weekends).
So my suggestion is pick an AT thats easy to play (like AR/EM blaster) and commit to playing it. Don't torture yourself, if you're not having fun switch to an alt, but at least play 1 mission everytime you log on with your "main" toon. Before you know it you'll have a lvl 50! -
Just a personal observation: I find Stalkers, in general, do not add anything to a team dynamic. Most people (myself included) that play Stalkers tend to play solo a majority of the time. When buliding a SF team Stalker is the absolute last AT I would invite and I would hesitate to ever have more than 1. I play, and have played, several Stalker toons and often wonder what my "real" role is on a team...certainly not support (buff/debuff/heal), definitely not agro-control (taunt/hold/slow), and as a damage dealer I find Stalkers lacking for a number of reasons (survivability, AoE, dps). Overall I find Stalkers appealing to a small segment of the population due to their "loner" nature in a game of social interaction.
-
I suggested something similar to this about 2 years ago. It got a lot of play on the forums but, as you can see, it went nowhere. I like the concept and think it could be implemented under the current code (you get quasi-side kicks in certain missions already) and could be done in a way that maintains balance. Plus it would add a lot to the "concept" driven characters that could add to their story line by having a customizable side kick. I would love, for example, if my Shield Tanker could get a TA/A defender or an MA/SR Scrapper as a side kick (think Captain America and Hawkeye or Falcon). Either as a purchasable temp power, an unlockable mission temp power, a vet reward power or maybe part of a booster pack or some combination there of.
-
Hmmmm...the drop ships are apparently INVULNERABLE and can drop bombs and shoot lasers while being INVULNERABLE yet they teleport Rikti to the surface to face assured destruction. I think it must be a right of passage of some sort otherwise they'd just stay in their INVULNERABLE bomb laden, laser firing ships and lay waste to everything on the ground. You know, like a barmitzva!
-
Did LRSF last night with a PUG and we decided to pull the Heroes to the top of the Atlas globe. Apparently Synapse and Manticore can't get up there so it definitely helped mitigate some incoming attacks. In addition those Corruptors/Doms/MM's that were able to hover/fly avoided melee entirely while staying fairly close to the action (and it gave them a quick escape route). The only issue was that the Shivans sometimes got knocked off and stranded below (fighting Synapse and Manticore I assume). Overall it seemed to be a pretty good tactic. Has anyone else ever done this?