kokuryu_EU

Apprentice
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  1. Most people who've been in the red and left their rep on have found that some people get them out of it. Some have too few posts for those people to really help with and so then they can only up rep so much. If everyone who hates the system does that (up reps those in the red) then it will show that the neg reppers that they don't win.
  2. kokuryu_EU

    DB & AVs?

    Quote:
    Originally Posted by Nihilii View Post
    I don't *think* there are that many sacrifices to make the attack chain sustainable. I *know* it.

    I've had a DB/WP at 50, with numina, miracle, both perf shifter procs, some end slotting in attacks. It couldn't solo AVs without CP. Making it able to solo AVs without CP would have required even more sacrifices.
    Excuse me for butting in but that's very much the case with your build that you posted not long ago. Which is a nice build, very similar to someone elses I know but that's not the only way to build.
  3. I touched up your build without actually changing it.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    ShellSHock: Level 50 Technology Tanker
    Primary Power Set: Electric Armor
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResDam/Def+(5)
    Level 1: Jab -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(43)
    Level 2: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(17), C'ngImp-Dmg/EndRdx/Rchg(48)
    Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(50)
    Level 6: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(50)
    Level 8: Swift -- Run-I(A)
    Level 10: Grounded -- ResDam-I(A), ResDam-I(42), ResDam-I(43)
    Level 12: Energize -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15), Dct'dW-Rchg(15), RechRdx-I(17)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Health -- Mrcl-Heal(A), Numna-Heal(45), Heal(45), Numna-Regen/Rcvry+(46), Mrcl-Rcvry+(46), RgnTis-Regen+(50)
    Level 18: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam(21)
    Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(23)
    Level 22: Lightning Field -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(23), Efficacy-EndMod(25), Efficacy-EndMod/Acc/Rchg(25), Efficacy-EndMod/Acc(29), Efficacy-EndMod/EndRdx(29)
    Level 24: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(34), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(36)
    Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 28: Boxing -- Acc-I(A)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31)
    Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(33), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Def(33)
    Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(37), Efficacy-EndMod/EndRdx(37), Efficacy-EndMod/Acc(40)
    Level 38: Foot Stomp -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Rchg(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Dmg/EndRdx(39), M'Strk-Dmg/EndRdx(40), M'Strk-Dmg/Rchg(40)
    Level 41: Focused Accuracy -- EndRdx-I(A), EndRdx-I(42), EndRdx-I(42)
    Level 44: Taunt -- Taunt-I(A)
    Level 47: Rage -- RechRdx-I(A), AdjTgt-ToHit/Rchg(48), AdjTgt-Rchg(48)
    Level 49: Lightning Reflexes -- Run-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
  4. Quote:
    Originally Posted by New Dawn View Post
    I'd probably have 1 blaster for each incendiary XD.
    Then you may want for each one, one that jumps, one that flies...
  5. Quote:
    Originally Posted by New Dawn View Post
    Suggestion: Work on this one.
    I'd like to add, that in anyone with an interest to do the all scrapper MoSTF would be NDs competition, she'd like to bag it on the euro servers first. So she is for all intensive purposes as helpful as can be.
  6. kokuryu_EU

    Eviscerate

    If you can hit more than 1 with it then its good. I think it has a good Crit to it too.
  7. kokuryu_EU

    Random Idea

    Quote:
    Originally Posted by Desitre View Post
    The tanker can't do everything man lol I honestly dont have space for a mastery pool let alone a leadership pool. Anyways think of it this way, most leaders in war don't charge in, they lead the team and give them orders, mm is a great leader class, and they can't run in at all lol.
    I have no problems with your opinion and I am not going to argue your point as I have no interest in changing your opinion but I will ask only this "You don't ever see MMs leading the charge?"
  8. Quote:
    Originally Posted by Shred_Monkey View Post
    Actually.. I don't think the Invul scrapper needs to avoid the hold. with dull pain and resists you'll live through it. The issue would be holding agro for the duration of the hold, and if all the other scrappers are soft capped, it's probably safe for one of them to have agro for a few seconds until the invul can begin taunting again.
    Dullpain and Passives shouldn't be enough to survive the hold.
  9. Quote:
    Originally Posted by Kahlan_ View Post
    Something that occurred to me: How devastating would Recluse's end drain/recovery debuff be for an invuln scrapper? If I recall they get some resistance to it, but I don't know if it would be enough. Worth carrying a couple of blues in case this hits?
    In a single attack it isn't for anyone but that attack recharges fast.
  10. Quote:
    Originally Posted by Aliana Blue View Post
    Maybe I'm biased (well, okay, I'm hugely biased), but Actin, my DM/Inv, stands at 56.5% S/L and 51.5% E/N defense when 10 enemies are in range, i.e., after a bane summon by Recluse, and is without a doubt ahead in terms of self-healing (Dull Pain + Siphon Life). I think I could probably cram a bit more defense for those two categories in the build if I ignore Fire/Cold def and/or remove a bit of recharge (or drop a fortune in a PvP IO). Plus the alleged Shielders with grant cover and/or manoeuvres, I don't see a /SR scrapper tanking Recluse much better than her.

    As far as GW goes, Unyielding + Unstoppable puts one at 27.6 mez protection, an Escape gives 20 for 90 seconds (so you'd need four), and with 8 scrappers at the softcap beating the snot out of her at full tilt I believe it should be possible to drop her before unstoppable runs out. Why bother with Stimulants?
    I am going to bet New Dawn is going to consider this over thinking it. For many it wouldn't necessarily have to matter what type of Scrapper you are but whether or not you are making up for the Scrapper you are not, at the right times. In order to have enough to do this at the right times like New Dawn says, you must know your limitations. If you are a regen who has failed to be first in, then don't be first in. If the tree has killed you before then leave the front of it for others. SRs can get the job done without defeat working on this basis which makes them as good as any.
  11. Quote:
    Originally Posted by Katten View Post
    On a team like this, shields is just going to perform better than everyone else, hell, you could just do all shields, everyone take and slot GC, have your lead tank/provoker slot for resistance as well and have owts at the ready, everyone's going to be somewhere around 100% defense from grant cover alone if you all just stick together. Make sure people have medicine, many have assault (not maneuvers, you have GC Slotted right?) Diversify your primaries, use achilles heel or fire damage to cut through high resistance.

    A team full of absolute top of the line scrappers of any sort CAN do it, but a team that actually builds for the team isn't even going to have to worry.

    *Edit*Seems well we're talking theory, that if a single player was regeneration, that he could go ahead and benefit from all the GC, but be totally safe when it came to rolls of luck getting through were it to play lead tank.
    You know if you had 2 scrapper teams doing it, one an all Shield team and one a pick and mix. It'll have to be the pick and mix that gain the most points.

    Some people are get the tools for the job, and may not even begin to think of doing it without and that to me, doesn't show any existence of real resourcefulness or courage. It is because an all shield team doing it would be something most people would consider easy mode.

    Most MoSTFs are done with people selecting people on the basis of their powersets looking for that easy mode. Players are what to look for, Players. Someone who has every type of Tanker and every type of Defender, if they're really thinking about it, could probably do the same job with any of their tankers for any of their defenders. Knowledge is power. It'll be better for the sake of more can it be done projects to find players who could do anything.
  12. It's hard enough finding 7 other scrappers who would do it on a live server without being specific about builds too. Concentrate on finding the people who would do it first, see what you all have and then just try with what you have got.
  13. Quote:
    Originally Posted by Balorn View Post
    I have some Winter's Gift IOs left over, I could slot one of those. I cant' affort LotG recharges, and I can't find a space in my build for Hasten or Weave, and certainly not if I want to have any slots in them.

    And I wasn't even talking any "serious TF"s, I was talking about regular teams doing regular missions. Are fire tanks really that worthless?

    Here's my current build (IO levels not exact, but pretty close):

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
    The build looks playable.
  14. It'll be game mechanically difficult for you to Mo with a team any mix of powersets (just finding good players behind any character would be New Dawns intention). For you it looks to be, both finding good players and who are of certain powersets. The build lacks flexibility and loses in min/max. You've got bonuses that don't do anything.
  15. Quote:
    Originally Posted by StratoNexus View Post
    The level 54 AVs take a bit to kill, I am curious how you beat them as fast as you think a team of debuffers would? What did you guys do on the AVs that makes it fast?
    Wow, how did you assume she was saying that?

    Ultimately what matters is overall pace and preferably lack of defeats when comparing ATs. Vengeance is not the thing to thrive on, it'll be interesting if we can produce teams that can compare them all properly, or adequately, but then I think why? Fun is what matters and we have RL to think about, GL with any chances anyone gets anyway.
  16. Just to add. It's when the settings are fixed. No one wants to do it now. There can be nothing official to claim if done right now.

    Sometimes it's better to do the practical than to sit around theorizing.
  17. Quote:
    Originally Posted by LordXenite View Post
    Woah guys... sorry to derail the thread, but are you guys saying you're all in agreement that the -Res proc can make a character into a force-multiplier when before it was not considered one?

    And do you guys consider Kheldians who, with each attack, refresh their minor debuffs of -Speed;-Recharge (WS) and -Def (PB) to be force-multiplier despite the debuffs not being constant toggle powers?
    Force multiplication can come from any AT, some ATs supply more of it than others but on the flip side they don't necessarily provide what the other ATs can.
  18. Quote:
    Originally Posted by UberGuy View Post
    The problem (as I see it) comes in when the types of players you're talking about apply that understanding in extremis. They let efficiency drive their playstyle and team building to an extent that is needlessly exclusive.
    You may see the kind of players I am on about. I think. You get to the end of the STF and should their only Granite have their internet cut, or have to go to bed because he has school tomorrow, the rest of the team are lost, inclusive of defenders or controllers.
  19. kokuryu_EU

    Help on my WP/EM

    /Thought
    I'd be able to tank with it.
    /End Thought
  20. Quote:
    Originally Posted by SpittingTrashcan View Post
    Complementary play is real, and it is important, and it is something Scrappers can do. It's worth pointing out that Tankers, Blasters, and Defenders were specifically designed with complementary roles in mind, and are very, very good at it. The difference between a Scrapper and a Tanker or Blaster is that they're not as good as complementing their opposite number, but neither do they have the lack that requires an opposite number to fill (which is what makes them good soloists).

    None of which has one single thing to do with force multiplication.
    I have no problems with seeing scrappers provide the role that Tankers do, they could be tanking Lord Recluse using a Blaster as New Dawn calls it as a "duct tape" defender. I have no problem with this, I know just how successful they can prove.

    I do have a problem with people who care too much about efficiency to the point where they unnecessarily exclude every day casual players with their concepts from the team in order to have a team that is so super powered the fact the team builder lacks any skill doesn't matter.

    Controllers and Defenders are nice but not needed at all or even combined. I am hoping one day more teams can score good achievements despite lacking in the abundance of support from defenders or controllers to make up for their lack of skill.
  21. By keeping people alive in otherwise dire circumstances Scrappers are multiplying the output/within a given time.

    I think it best if I see it as that, those moments where otherwise that Kinetic would taste pavement and do no multiplying at all. Scrappers can offer those moments but so few of them will.
  22. Anonymous down repping is cowardly.
  23. BackAlleyBrawler = 1
    pohsyb = 1
    War Witch = 248

    Witch +
    Babs -
  24. BackAlleyBrawler = 2
    pohsyb = 2
    War Witch = 246

    Witch +
    BackAlleyBrawler -
  25. BackAlleyBrawler = 11
    Pohsyb = 11
    War Witch = 228

    War Witch +
    Pohsyb -