iBones

Apprentice
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  1. I guess im just underwhelmed with how my MA/WP plays...maybe the changes will alter that perspective, who knows.
  2. Martial Arts

    * Cobra Strike changes:
    o Decreased Recharge Time from 20 seconds to 12 seconds
    o Increased Endurance Cost from 10.14 to 11.86
    o Increased damage scale from 0.25 to 2.28
    o Reduced Stun chance from 100% to 75%


    * Martial Arts/Cobra Strike - Updated Long Help Description to match the powers new damage and recharge values.
    * Martial Arts/Cobra Strike - Reduced Recharge from 12 seconds to 10, reduced damage from scale 2.28 to 1.96, decreased end cost from 11.86 to 10.19.
    * Martial Arts/Eagle Claw - Increased recharge time from 12 seconds to 16 seconds, increased damage from 2.28 to 2.92, increased end cost from 11.86 to 15.18.
    * Martial Arts/Cobra Strike - Changed Long and Short help to display Medium damage.
    * Martial Arts/Crippling Axe Kick -- increased recharge to 11 seconds, and increased damage and endurance cost appropriately. Added 10 second unenhanceable Defense Debuff.
    * Martial Arts/Cobra Strike Critical damage now matches the base attack damage.



    The changes havn't really done much in terms of making me excited to play MA to be honest, anyone else feel the same?
  3. Good point, CaK escaped my gaze for some reason.
    I have a 50 MA/WP, and these changes will perhaps breath new life into him(or not, who knows..)
  4. Since the NDA was lifted, what does everyone think about the changes to Cobra Strike and Eagle's Claw?

    Just curious :P
  5. Looking over your build makes me hungry for recharge/regen, but I just hate sacraficing defense. I'm hoping someone throws a awsome build up here that softcaps S/L, but thus far, its proving to be difficult.

    Similar to WP, I think I'm beginning to understand that perhaps this set does well with layered mitigation. My defense witha little more regen and recharge perhaps? Who knows, I'm still holding off on my respec until I get a definate direction of where to go.

    Thank you for your contribution though, It does let me see things from the other spectrum
  6. Hey all, my dm/elec scrapper is sitting at 31, and I'm beginning to pick up enhancements here and there as well as tickets to lessen the overall "plunge" that will be throwing influence at this character. Now, Browsing, and I do mean BROWSING THROUGH both the scrapper and stalker forums, iv'e come to a conclusion about how to build this combination.

    The general consensus is...well, general. "Oh throw some more recharge." "How about softcapping S/L and THEN going for recharge?" ---Btw, the later appeals to me more, but I'm not sold just yet. The particular combination seems to offer a substantial amount of options, and this is where I'm looking for help. Below is the build that I was planning on using, and I'm wondering what the gurus feel is the best way to turn this soul draining, lightening field creating, energizing fellow into a monster

    Btw...funds...eh, I wouldnt mind a work in progress build, just bear in mind, those PvP IO's dont look too tasty at the moment.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Zaunte': Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Electric Armor
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping

    Hero Profile:
    Level 1: Smite -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(34), Cloud-Acc/EndRdx/Rchg(36), Cloud-%Dam(36), Cloud-Acc/Rchg(36), Cloud-ToHitDeb/EndRdx/Rchg(37)
    Level 1: Charged Armor -- Aegis-ResDam/Rchg(A), Aegis-EndRdx/Rchg(11), Aegis-ResDam/EndRdx/Rchg(15), Aegis-ResDam(15), Aegis-ResDam/EndRdx(17)
    Level 2: Shadow Maul -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(3), Oblit-Dmg(3), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(25)
    Level 4: Lightning Field -- Armgdn-Acc/Dmg/Rchg(A), Armgdn-Acc/Rchg(5), Armgdn-Dam%(5), Armgdn-Dmg/EndRdx(7), Armgdn-Dmg(7), Erad-%Dam(9)
    Level 6: Conductive Shield -- Aegis-ResDam/Rchg(A), Aegis-ResDam/EndRdx(17), Aegis-ResDam(19)
    Level 8: Siphon Life -- Mako-Dmg/EndRdx(A), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(27), Mako-Acc/Dmg(29), Mako-Dmg/Rchg(29), Mako-Dam%(34)
    Level 10: Static Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(21), Aegis-ResDam/EndRdx/Rchg(23)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
    Level 16: Grounded -- GA-3defTpProc(A)
    Level 18: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-Acc/Rchg(27), Oblit-%Dam(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42)
    Level 20: Energize -- Dct'dW-Rchg(A), Dct'dW-Heal(21), Dct'dW-Heal/Rchg(37), Dct'dW-EndRdx/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(39)
    Level 22: Kick -- Empty(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Acc/Dmg/Rchg(43), Oblit-Dmg/Rchg(45), Oblit-%Dam(46), Oblit-Acc/Dmg/EndRdx/Rchg(46)
    Level 28: Lightning Reflexes -- Empty(A)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(31), RedFtn-Def(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-EndRdx(39), RedFtn-EndRdx/Rchg(39)
    Level 32: Midnight Grasp -- Hectmb-Dmg/EndRdx(A), Hectmb-Dmg(33), Hectmb-Acc/Dmg/Rchg(33), Hectmb-Dmg/Rchg(33), Hectmb-Acc/Rchg(34)
    Level 35: Power Sink -- P'Shift-Acc/Rchg(A), P'Shift-EndMod/Acc/Rchg(43), P'Shift-EndMod/Rchg(43), P'Shift-EndMod(45), P'Shift-EndMod/Acc(45), P'Shift-End%(46)
    Level 38: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42)
    Level 44: Tactics -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(48), GSFC-ToHit/Rchg(48), GSFC-Build%(50), GSFC-ToHit(50), GSFC-ToHit/EndRdx(50)
    Level 47: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 6: Ninja Run







    Thanks again to those that reply, and I'll be looking forward to "upgrades" and opinions as they are thrown out.
  7. iBones

    DM/WP Scrapper

    Yes.

    Straight and to the point
  8. Hey! Welcome to the scrapper forums...

    I dont know if im considered a vet, but iv'e been playing scrappers for awhile now, and for your possibly first scrapper? I would say katana/Willpower will be a great start. Dual Blades is a very visually appealing set(not that katana is necessarily a slouch in that department) but the combos may distract from getting used to being a scrapper. Not only that, but katana's Divine Avalanche power adds some awsome defense to Willpower.

    As for your secondary, Willpower is a fire and forget set. Meening, you basically just toggle up and smash your attacks buttons. With this great and easy mitigation paired with katana's added defense, you will really feel like a sturdy hero.

    I'm sure some of the others will chime in as well
  9. Quote:
    Originally Posted by SPiNE View Post
    It's been a month since I've been back to CoH. I remember back then Broad Sword and Martial Arts Scrappers were arguably the best single-target DPS. Broad Sword because of its high numbers and Martial Arts because it has a couple powers that crit more often and smashing damage isn't as resisted as lethal damage.

    Now that Fiery Melee is available for Scrappers, it seems as if this is the new DPS king.
    When did you stop playing? A month ago? Because BS wasnt ever close to being king other than wayyyy back when I first started playing. Maybe I2 or I3? And even then, if im not mistaken, I think the mechanics of the game were somewhat different then.

    Back on topic....as mentioned above, yes, fire holds the crown for ST damage. The tradeoff(if considered one when played on an AT where the sole object is to kill stuff like crazy) is that all you get is more damage as a bonus, go figure.
  10. This is what I'm running at the moment on my main, and I gotta say, looking at mauk2's build, it's tempting to throw some more money at him. That being said, what I'm running is suitable for pretty much everything short of some of the crazier things that people attempt. And come to think of it, I havn't really tried anything too crazy...may have to get on that.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Zaunte's Rage: Level 50 Science Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Invulnerability
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Swipe -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Dmg/EndRdx/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Dmg/Rchg(15), T'Death-Dam%(19)
    Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(40), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-EndRdx(43), S'fstPrt-ResDam/Def+(45)
    Level 2: Strike -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/Rchg(7), T'Death-Dmg/EndRdx(15), T'Death-Acc/Dmg(19)
    Level 4: Temp Invulnerability -- RctvArm-EndRdx(A), RctvArm-ResDam(13), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(42)
    Level 6: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(11), Oblit-%Dam(25)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50), Ksmt-ToHit+(50)
    Level 12: Dull Pain -- Numna-Regen/Rcvry+(A), Numna-Heal(13), Numna-Heal/Rchg(37), Mrcl-Heal/EndRdx/Rchg(37), Mrcl-Heal/Rchg(43)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Unyielding -- RctvArm-EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam/EndRdx(42)
    Level 18: Health -- Heal-I(A)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(39)
    Level 22: Follow Up -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Acc/Dmg(34), Mako-Acc/EndRdx/Rchg(39)
    Level 24: Boxing -- Empty(A)
    Level 26: Focus -- Decim-Acc/EndRdx/Rchg(A), Dev'n-Acc/Dmg/Rchg(27), Thundr-Dmg/EndRdx/Rchg(27), Thundr-Acc/Dmg/Rchg(29), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(40)
    Level 28: Invincibility -- HO:Cyto(A), HO:Cyto(29), HO:Cyto(31)
    Level 30: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-EndRdx/Rchg(31), RctvArm-ResDam/EndRdx(34), RctvArm-ResDam(43)
    Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(33)
    Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/Rchg(45)
    Level 38: Resist Elements -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(46), RctvArm-EndRdx/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48)
    Level 41: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(46), Aegis-Psi/Status(46)
    Level 44: Conserve Power -- RechRdx-I(A)
    Level 47: Physical Perfection -- P'Shift-End%(A), RgnTis-Regen+(48)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    Level 4: Ninja Run
  11. Quote:
    Originally Posted by Werner View Post
    If you're not taking Aid Self, then having a lot of regeneration would be nice. Fortunately, that often comes with the +HP bonuses, so it shouldn't be hard to pick up quite a bit. Might consider Physical Perfection for a little bit more if you don't already have it. Nice for the recovery too.

    For a no Aid Self build, I'd probably do my set bonus "hierarchy of needs" like this:
    1. soft cap defense
    2. enough recharge for a decent attack chain
    3. hit points
    4. regeneration
    Ok awsome, thanks Werner. That's what I was thinking, and im glad I got some reassurance on whats important for a great build.
  12. Quote:
    Originally Posted by Shred_Monkey View Post
    The best way to add survivability to an /SR toon (once soft capped) is to add hitpoints.
    Alright cool. Well considering what youve done with DB/SR, and with Werner and DM/SR, I would imagine your advice can be taken as is.

    Regarding bonuses other than +HP, anything else? Iv'e seen some builds who have a fair amount of regen as well, how does that fair? I'm not going to take aid self simply because I hate it, so I'd like some sort of way to regain lost green.

    As for Tough, it was already on my list of pool powers
  13. iBones

    Invincibility

    I just slot it with 3 cytoskeles and call it a day
  14. Quote:
    Originally Posted by Starflier View Post
    The heal proc is useless. I tried slotting 3 at one point and they heal for so little it isn't noticeable.
    Bummer, well alright thank you for the info

    I started my elec/sr this morning and just about to start up a sewer run. Anyone on Freedom need a buddy to lvl with, lemme know

    @Zaunte
  15. Yea, Iv'e read another post of yours that stated something along those lines. Unfortunately, minus AAO, SD doesn't do anything for me in terms of liking the set after they nerf SC. I'm sure it will still be a good combination, it's just that from the beginning of time, when devs nerf something, more than likely, they swing for the fences.
  16. Quote:
    Originally Posted by Evil_Legacy View Post
    word of mouth is that they are already eyeballing SD
    Well even better that I don't jump on the train anytime soon!
  17. Yea, I see what you mean. Owell, I guess I'll just have to build for regen on an SR if noone else has anything to say about other secondaries
  18. Yes, but unfortunatly the parade will come to an end when sd is "looked at" by the devs and changed. If i invest alot of time into the character that is optimal only to come out sub optimal, i may get a little frustrated. Best just to leave it be.
  19. Quote:
    Originally Posted by SPiNE View Post
    I would recommend DM/ELA just because it's pretty fun and there are tons of endurance-management powers. With Lightning Reflex, you'll have a good chain of attack going and that -tohit debuff will make you pretty invincible...at least toward one opponent at a time. Electric Armor can also reach the defense soft-cap with a little bit of work, so that's a great addition on top of your tohit debuff primary.
    Care to share a soft-capped build?
  20. Eh, I tend to not follow the FoTM route in games, and it seems everyone and their brother and possibly sister have an elec/SD. Not to say it isn't effective, I just don't tend to follow the pack per-say.

    The secondary is not solely between SR and Regen, I'm just looking for a little guidance. Call of the Sandman is a no-go then huh?
  21. Yea, I'm having a rough time deciding whether or not my current secondary of choice(regen) is optimal for my primary(elec). It seems as though SR would be great for the alphas that will come after a good LR, but at the same time, regen will fill the gap if anything gets by. I love defense, and after being somewhat IO'd with my current scrap Claw/Inv, I feel great when all of my foes "miss". This is where I feel i might get frustrated with Regen unless I build for defense AND recharge.

    Whats the general consensus of a good secondary for elec melee? Do you go for the self heals of regen? Or the fast paced hit it or quit it of SR? I DONT like aid self. The overall animation and concept of needing "help" from some foreign tech device regardless of origin frustrates me.
  22. Yes I was referring to the chance for heal, im sorry for not specifying.

    As for the relationship between elec/sr, its my choice after elec/regen. I feel like for some reason regen is a good secondary, but after reading a few posts, i keep second guessing myself. Any advice? Is SR a good secondary? Or should I use something else?
  23. Anyone know from experience if it's worth it say on a /SR toon? Thats the one thing stopping me from getting into a SR character, i feel like if anything gets through, im done.

    So, how do you guys deal with it?(Except Bill, because I already know he thinks aid self is for pansies, and I hate aid self )
  24. Quote:
    Originally Posted by ChiosuBlues View Post
    You all gotta think that most of the browsers and post on the Scrapper forums do so because they enjoy playing Scrappers. Most of the regulars here will continue to play Scrappers. Why do we even care? If the fad runs over to play blueside brutes, we will still play scrappers. Why? Is it the numbers? Maybe. Is it the powersets? Maybe. But the truth of it is, we enjoy playing scrappers. They will not fade away. This thread is pointless. If anything, various redside exclusive villain groups should be VERY AFRAID. Why? We're coming to scrap them too.
    /evil laugh
  25. Yea, I suppose that makes sense. I already respecced and in the process of coming up with some funds to complete the build. Luckily, the build I was running prior to the respec had several of the sets used