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Posts
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It is hard to argue against using ELM/ with Ninja. As Microcosm has pointed out in his wonderful guide. LR, Caltrops and Waterspout from the PPP's are all summoned pets that do not break hide allowing you do some fun things that result in extra AS'es from hide for great damage.
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Quote:Yes this will work.i took my widow blueside at level 20, i'm now at 45 if i run tips and go back to redside can i pick up villian patron pools or am i SOL ? sorry to be redundant but wasn't sure about the unlocking part.
Once you run the arc and get the badge for completing a Patron Arc you will aways have those pools available to you. -
Quote:PGT is one of they best debuff powers in the game and with a chance for hold proc can easily lock down a whole spawn.I like traps. I like the FF Gen and stuff, but the one thing that I always loved was the poison gas trap. I love the way it makes people choke and vomit and gives some really nice debuffs. I keep hearing how bad it is though and it always scares me away from making traps.. I would rather roll a FF toon if the Poison gas really is that terrible.
People are most likely getting PGT confused with Poison Trap from the /Poison set which does indeed suck all kinds of pancake. -
Last things 1st the Domnator version was renamed Embrace of Fire and acts in the same fashion as the old Fiery Embrace with no change.
for Brutes, Scrappers and Tankers all attacks were remade to have an additional chance for fire damage added. This is a 0% chance for damage. When you hit Fiery Embrace it makes them into a 100% chance.
The damage amount is around 45% of the damage of the power. Fully able to be buffed and effected by enhancements in the powers and outside damage buff.. This lasts for 30 seconds.
Since this is a Chance for damage much like a crit or a proc it will stuff happen even at the damage cap. -
Run the WST's on a team that isn't speed running it for what's likely to be a levels worth of exp if not more the 1st time you run it.
Above 35 head to Cim and find teams running steamroll/clearmost/what ever your server calls a run that kills everything in the way but doesn't spend an extra 40 min clearing side passages ITF's for great xp.
Head to RWZ and run the entire set of contact arcs from the zone contacts at 40 and up this should get you a few levels depending on what your diff setting is at.
Once you hit 45 I find that alternating between a story arc one day and a STF/ITF/LGTF pick any two combo platter the next day keeps the xp coming in fairly fast and the levels flying by. -
I would take SS over ELM.
Yes you are going to have some wasted damage on SC due to the pet damage cap.
If you go ELM you run into that same problem with LR also and have crap ST damage to boot. Once you slot for Damage, get a half full fury bar and hit Build Up you only get a buff on LR and SC from 4 baddies worth of AAO the rest is wasted.
At least with SS you can keep pumping up the damage on Footstomp and have decent ST damage to make dealing with Bosses much less annoying at least it has been for me ymmv -
Thanks to everyone who replied. Very grateful that no one took this as some kind of Scrappers suck post, I know they don't I am just having trouble finding one for me.
@Exxar I think you have hit the naii on the head. I really miss the taunt component in the damage Aura's when I try to play a scrapper. Out of the ones I listed the ELM/Sd was the one I liked the most but the ST damage turned me off.
So I will be trying to push through a FM/SD and a KM/SD and see which takes my fancy better. -
First I wanted to stated out front that I'm not attempting to troll the scrapper board here with this post. This is an honest question.
TL : DR Version: What scrapper should I build based on what I have enjoyed in the past?
I would like to be able to get into and enjoy a scrapper. I have no clue what to pick that is going to hold my attention and have the flow in battle that keeps me wanting to keep playing non stop. Some background to help anyone willing to make a suggestion know what I am into.
When I first bought the game and started playing (on the day that ED was introduced to the game. Not a good 1st days experience reading broadcast chat that day) I looked over the Archetypes and the Scrapper seemed by far to me the best fit for how I like to play. I went out and rolled up a BS/Regen scrapper and plugged away at him til CoV launched and then got hooked on Brutes.
Fast forward several years later and my tastes have broadened I have the following 50's that I enjoying playing for hours at a time:
SS/FA/Soul Brute
FM/ELA/Soul/Brute
Em/ELA/Mu Brute
FM/WP/Mu Brute
Crabspider:Tankbuild with perma pets
Banespider:Macebuild high dps, moderate aoe
Nightwidow: Incarnate capped, moderate to high dps, high aoe
Fire/Traps/Scorpion Corr: High dps and Aoe with huge debuffs.
Mind/Fire/Ice dom: Everyone needs the solo tf in your sleep toon
Plant/Fire/Ice: Softcapped, perma dom/hasten.
Plant/Kin/Earth Troller: self pl experiment.
Elec/Fire/Ice Blaster: AOE ball oh death and debt.
I really really want to add a scrapper to that list. It is the one AT left that I want a 50 from that I enjoy to play. Tank/defs/khelds/mm's and stalkers bore me but I should enjoy Scappers and for some reason I have never been able to get one to hold me like my other high level toons have.
Based on what I have like before what would the scions of the Scrapper forums think I would enjoy?
I have tried:
BS/Regen
Elm/SD
Spines/Fire
Claws/Ela
all to the mid 30's and not liked them. -
Any one keep the numbers from Street Justice from Beta to include here for comparisons sake?
I know they are subject to change but the set was ready for prime time just pulled back to have something to be a big splash on the market after launch so I don't expect a ton of changes. -
Quote:LotG +7.5 recharge tends to be upside down. Just checked and level 25 recipe goes for 145mil and crafted are going for 60-65.I've never seen a purple that didn't go for considerably more crafted.
Warning: if you want to sell for X, list at "considerably less than X, plus a little." For instance, if I want something to sell for 50,000,000 I list it at something like 45,000,908. That puts me ahead of the people who want 50,000,000 and list at 50,000,000... or 49,000,000.
And if I do sell at 45,000,909 that's still a good enough price for me.
I figure this is do to everyone and there mother running tips and using 2 A merits to get a level 25 LotG. Not going to complain since I use 4 or 5 in every build. -
I wouldn't bother wasting the slots it takes to get as much E/N as you have. You have 90% resist to energy damage. There isn't an appreciable amount of negative energy in the late game to worry about capping your def against it.
You are going to need to spam powersink every time it is up as your end recovery is only 1.55 eps net gain averaging in the +end proc that mids doesn't account for and that is with cardiac I see. Nothing really wrong with having to spam powersink since it is actually one of your key mitigation powers but I like to have at least 2eps net gain.
Edit: noticed I didn't have energize toggled on when I looked at your build. That will cover the end issues for the most part.
Note to self stop posting before you have any coffee. -
Quote:You have already made clear you don't want the correct answer. It is the taunt effect in the Brute's BA that keeps them from scattering to the four winds.Insults aside, what is it that makes mobs stay in brute burn patches?
The lack of minus range has nothing to do with the fact that the taunt overrides the demoralize effect that the Brute dropping Burn and taking out 5 out of 16 members of a spawn has. I farm. A lot. I mean my main play time in the game is in farms. (I find them relaxing and I hate waiting for teams for form for more than about 1 minute.) If I drop Burn before the spawn has clustered close to me the far reaches of the spawn will scatter and need to be gathered in again.
Use of Judgement powers has the same effect as Burn. You wipe out so much of a spawn so fast that the survivors tend to scatter. I wouldn't be shocked if and when scrappers get Footstomp if it causes the same issue for them but at least the KD in that power will keep them close enough for a follow up attack. -
Quote:Just tested Fire! takes right around 60 seconds to cap tickets at 0x8. Really didn't like how small the glowie was I wasted maybe 5-7 seconds after I was capped trying to click through the pile of bodies.I have my own 5 mission arc that I run for tickets, but it usually takes me between 1.5 to 2 mins each mission - i.e. 8 to 10 mins for 7500 tickets.
I don't have bosses turned off - I'll have to try that to see if it speeds things up. Is it best to be at +1x8 or +0x8?
It also takes the same amount of time up to +3x8 with bosses but I get a bit more inf. Since your going in damage capped anyway and you get higher ticket drops off of higher con mobs it tends to be a wash on how you set your difficulty slider
I use my own farm that I take down which uses a Archanos Computer in the G'ville conference room. Takes the same time to cap but I get less frustrated at lost time clicking.
At a certain point load times, insp popping and using of the tickets on rolls become the greatest drain on your earning.
Especially when the market starts to skew toward recipes in the bronze pool and you have to spam through 142 rolls to deplete tickets. Deleting all the chaff you get then crafting the wheat takes longer than getting the tickets did. -
Quote:Plant and Mind both allow for the slotting of cheap sleep and confuse sets. Each is also very very powerful.I'm new to Doms. I've got a whole bunch of other 50s (every 'Hero' AT including Khelds, an MM, and a Crab), but I've never played a Dom before. So I'm looking for suggestions for what Primary and Secondary might work best for a 'newbie' to Doms, and at the same time I'm also probably going to be doing this 'on a budget'. Yes, I know 'Perma Dom is the way to go' but that isn't exactly cheap (i'm probably gonna try to keep this between 500-750 Mil Inf tops, if not a lot lower).
So yeah, what would the suggestions from people who know Doms a heck of a lot better than me for primaries/secondaries, especially on a budget?
Thanks in advance.
-Aoide Muse
If you are looking to save inf remember that you can run tip missions on the way up to 50. 11 missions will net you a LotG +7.5% plus recharge. Since these are going to be some of the most costly IO's you want in your build I highly recommend you get them in this manner.
My plant/fire only cost 1.7 billion. I paid buy it now prices for everything. I could have easily shaved the 1 off of the front of that number but I don't like to play the market or wait. -
The +recharge proc will benefit you in Thunderstrike. In LR since the power uses a pseudopet to attack you wouldn't get any benefit if it proc'ed
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here is a link to the wiki with a page on caps http://wiki.cohtitan.com/wiki/Caps
From there you can also find out about attack mechanics here :http://wiki.cohtitan.com/wiki/Attack_Mechanics
Lastly since you mentioned fighting higher conning foes in your goals I would hit up the Purple Patch page: http://wiki.cohtitan.com/wiki/Purple_Patch
If you have any questions about any of the info the folks of these forums are in general a very open and helpful bunch. Just post it up in the player question forums or an AT specific forum if that seems better.
With regard to Defense the Soft cap is 45% def. Beyond that point you only have a buffer against debuffs you are not reducing tohit any further. In the itrials the soft cap moves to 59% due to some critter buffs.
Once you reach 32.5% def to the type of your choice you are only one small purple away from the soft cap in regular content. If you can push it to 34% then your two small or one medium away from the incarnate soft cap. You should note however that the itrials feature a lot of pure Energy/Psi damage that your S/L def won't help with no matter how good it is. You as an /Ela however get to put up 90% energy resist and healthy Psi resist also so it isn't that big a problem for you. -
Quote:You can slot as many Achilles Procs as your powers allow for they are not unique. What is unique is the effect that the proc creates.You can't put two achilles Heel -res proc in a build. Just saying.
The Achilles proc grants a power to the effected bad guy that gives them -20 res to all. This power isn't allowed to stack.
You can however stack the Achilles proc and the Fury of the Glad -Res proc. -
Quote:The biggest trade offs are going to be these:I like the theme of Kinetic Melee and Electric armor - but I have no idea of the pro/con of going scrapper vs. brute. What is the major difference between the two playstyles or strengths/weaknesses?
Thanks for any advice.
KM side gets much more out of Power Siphon on the scrapper side of the equation due to higher base damage and bigger boosts on each application of +damage. Scrappers also get an auto refresh on Power Siphon when they Crit with Concentrated strike.
On the ELA if you go Brute you are able to reach the 90% resist cap for energy damage and still have mid to high 50's against S/L. On a scrapper this is going to be limited to 75% against Energy but your S/L will still be decent. You have more hp on a brute so you get slightly more benefit out of the +Regen from Energize but the difference in HP is so low and the +Regen so middling that it isn't that big a deal.
With a Brute you are able to take Taunt and your attacks do have a Taunt element to them This makes it much easier to hold and take agro off of others that it will be for a /ELA scrapper and allows you to slot Taunts sets which have many nice bonus in them.
Personally I just can't imagine going KM on a Brute knowing how much damage I'd leave on the table compared to a scarapper.
This is coming from a person who vastly prefers Brutes to Scrappers. Some sets are just better on one or the other. KM and SD come to mind as sets that shine on Scraps over Brutes. -
Quote:It's the 1st listing in the announcement's thread. Also on the facebook page.Just curious as to why the servers are down? I know there was maintenance but its 6:30 pm EST and the servers aren't normally down this late.I've looked for some kind of update on the forums, etc and I can't seem to find anything. Anyone?
Servers have been down for several more hours this afternoon.
They are hosting a costume code giveaway over in pocket d on the beta server while things are not down. Hop over and get your code.
Hope things get running soon. -
Code:
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Here is my stab at it. Your capped on acc against +3's here which since soling crates in the warehouse at +3 is one of your goals I figured you might appreaciate.
You shouldn't have to spam powersink to keep fighting with this build since with energize up your looking at 2+eps gain.
Once you get to your level shift in the Spiritual tree you will be at less than a 1 second down time on hasten. Right around a 1 second downtime on Energize also. Which honestly depending on your luck with the +recharge proc in Thunderstrike those will prob both be perma some of the time pre alpha slot.
Trying to cram more S/L in here gets really wasteful. You are not going to get to the incarnate cap of 59% but you are able to pop 2 small purples away from the itrial cap.
You can rotate 2 purples and barrier and be able to solo crates fairly easily. The KD in Thuderstrike and LR will help with that. In fact any fight that you can survive for over 20 seconds leans heavily in your favor as thats how long it will take you to PS foes end bars into nothing.
For AE energy farming you have your damage aura and your normal compliment of AOE's this should be cake for you.
For all around normal content this build will perform well across a wide range of TF's. You have all the advantages an /ELA normally has and your 1 purple or shield away from softcap.
I would much prefer to run /Soul for a PPP since Gloom is just that damn good but I think you will do just fine with /Mu.
You might find the ST damage a bit lacking overall but that isn't the easiest thing to fix on a ELM/ and still keep things fairly sturdy and cheapish. -
Quote:Ah moving the unlock level makes sense now. In fact with the new low level sewer trial that is likely to have you end up at level 10 in two runs that is very likely the sweet spot for the unlock notice to direct a new comer there.Moving the unlock level is a combination of "need" due to removing AE from the low level zones and "protecting the new player" by not directing them to AE until they are further along in the game. Removing AE from Mercy would be an issue of "parity" with Atlas even though I know that's not the main AE spot redside.
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Quote:Not a bad idea. I am much more likely to want to play an arc that fits criteria I am looking for than pick anything that has a HoF or DC sticker anyway. I know what I like I have no idea where the masses opinions are going to lead me...While it's likely that some farmers are griefing, I hav a feeling a number of these 1-stars are more due to people being dense (the Didn't Read portion of tl;dr) as opposed to pure malevolence. I'm also predicting a hint of laziness. While I don't expect it to go through since everything else is of greater priority in I21, I did present a proposal for things. The second half is the one I'm truly interested in.
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Issue 21: Convergence presents the devs with the proverbial second chance to make a second impression since many new players will be encountering Mission Architect for the first time without the preconceived notions of the current playerbase. For this to work, they need to be given a chance to experience it in a positive environment. As a bit of a disclaimer, I'm heavily on the story side of the "farms vs stories" argument. I feel the key is not to remove the farms specifically but rather to make them less upfront. If a player wants to be powerleveled then that's their decision. However, they need to actually make that on their own rather than accepting a team invite, hitting level 50, and wondering if that's all there is to the game. This breaks down into a two part suggestion.
The first is to remove the AE building from Atlas and Mercy while either removing the Architect Studio Manager, moving his unlock to level 10, or making him an unlockable contact. The reasoning for this is to mitigate farm centric broadcast spam from the starting zones of the game. Those who want to farm AE can still easily manage to travel to adjacent zones while new players get a smoother New Player Experience. Architect Studio Manager could be unlocked through obtaining the Thrill Seeker badge which in turn could be placed right in front of the downstairs elevator. Thus, those who want to learn about AE get the option naturally as they enter the AE building while those who don't will never have an extra contact clogging up the menu.
The second is both to start the search interface with the Search Options and More expanded/opened up while also making the front page blank rather than presenting specific options already. I'm not a artist but I present this mockup as an example:
The goal is to treat the AE search interface more like an actual search engine. By requiring a search, it causes an "out of sight, out of mind" scenario. Now...all the farms will still be in the system but you have to actually be looking for them. In a similar vein, this change should hopefully be something of a morale boost for story writers in its own way. No need to worry about being pushed off page 4 because there is no page 4 until a search is made. Thus, more emphasis can be made on keywords and descriptions as opposed to the admittedly arbitrary star system.
This will not solve all problems with the Mission Architect system but it should help put the system on better footing so that other changes, features, and improvements can be made.
I do want to point out that redside they don't farm in Mercy, or PO the farms are most heavy in Cap.
Also as someone that has self pl'ed several times I wonder what the purpose of having the Studio Manager as a locked contact til level 10 is? I have never once had to talk to him to be able to use anything in AE. -
Quote:I tend to look at this as semantics. Yes the power is going from a repel aura to a stun aura but when you get down to it the power was changed from one form of mitigation aura to another form of mitigation aura.
Technically, one of the changes to Stalker Energy Aura IS breaking it though. Changing Repel to a stun aura is completely changing the basic purpose of the power.
The basic function of the power, to be a mitigation toggle didn't change just the manner in which the mitigation is provided. -
Even if they had the ability to grant respecs only to certain people why would the dev team want to spend the man power to either manually grant the repsec to the toons with powersets that had changes or code a script to find and grant a respec to those same toons?
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You realize that Fire Armor one of the old sets in the game just got a major major upgrade in the last year by having the avoid tag removed from burn, consume being buffed to add end drain resist and giving a short term recovery buff and Fiery Embrace being turned from a fairly useless damage buff to the best damage buff in the game?
Energy Aura is getting ready to release in i21 with an entire powerset makeover. This is a CoV launch set.
Regeneration which is as old as they come has upgrades inbound with i21 also.
Don't get me wrong FF needs some love but I don't think it is fair to say the devs are abandoning older sets.