-
Posts
1562 -
Joined
-
-
-
Quote:Well, the +res is VERY nice, make no mistake.I'll settle for a dev chiming in that changing the set is even on the table.
Because by this point I'm starting to think they're dead set on the +Res and they've shafted Tankers, again.
.
It would be even nicer if the bonus would raise the tanker's res cap by that amount.
Suddenly: AWESOME. -
Quote:To answer this for ya:(I had read somewhere that 4 points would protect you from a lot of things, and 12 points would protect you from virtually everything else, but that there was nothing in between 4 and 12 points that having 8 points of knockback protection would help you with -- however when I only had 4 points KB protection, earthquakes from CoT mages would still knock me down, but it seemed when I had 8 points protection I wasn't being knocked down anymore. Was that just my imagination, or is 8 points of protection actually useful?)
Most knockdown/knockback comes in four flavors:
2 points
3 points
5 points
10 points
2 and three points are most Boss knock attacks. 5 points are 'specialist' boss knock attacks, like the earthquake thingy of ruin mages. 10 points are AV's.
Since people on the forums tend to be insane, the meme has become, "12 or go home". Because they all solo AV's before their morning coffee.
For the huge majority of play, 4 points is fine. Even on my fire tanks, I only use 4* because I have other uses for those other two slots. 8 will cover almost anything short of AV's or unlucky stacks of effects.
*Granted, 4 points on a busy tanker makes herding the patrons in the STF a bit of a fun ride, but hey, I kinda enjoy pinging and ponging around every now and then. Wakes people up to the abuse Tanks endure. I had a guy send me a tell once, "How are you surviving that beating?!"
Heh. -
You know what would be awesome?
If Might of the Tanker, slotted in your T1, caused bruising to everything affected by Gauntlet.
Ohhh, yeah...... -
Quote:I wonder if the devs made some balance changes? Hrrrmmmm.....Whatever you want to call it. I'm power leveling lowbies while farming for tickets. So I run it at 54x8. Like I said, was never a problem until last week. It's like my defense has been stripped.
Ehn, I don't care enough to look. On the occasions when I bother to farm, I use a tank. It all dies, regardless of what it is. -
Wow, that was weird, here's the rest of my asnwers:
Quote:Really.....I've only ever played a Katana scrapper, and I was a bit disillusioned by the low damage of that build. Tankers practically outdamaged me, and I heard about the disheartening amount of villain groups that are immune to slashing.
Okay, kat does good damage. Not sure what you're expecting.
Quote:
I've though of creating a new Scrapper. The guides are good, but I can't decide based on them what primary to choose.
1. Conceptually I'm most interested in Electric Melee. How does it fare?
My elec/elec is one of my best toons. Single target needs a bit of a boost, bit buildup/lightning rod/ thunderstrike is really awesome.
Quote:2. How about Dark Melee?
Quote:3. What is the best primary in terms of burst damage? Primaries that excel in this are have always been the easiest for me to play in the Blaster/Corruptor territory, especially if there is considerable AoE damage involved.
Quote:4. What is the most efficient soloer?
Quote:Thank you for reading. Highly looking forward for your advice!
You're quite welcome. -
Fire/wp/soul.
Possibly the best brute all-rounder out there. It will survive well, and get even better with sets and incarnate powers. It does more damage than a scrapper fire melee toon, and has alllll those hitpoints.
The soul pool offers both damage and survivability in hefty quantities.
If you are looking for the broadest spectrum of ability, this combo is hard to beat.
Especially if you take vengeance.
Claws/inv is another great combo, as are many others. -
Quote:Cool vid.I've made a Youtube video that I captured with Fraps from beta with my Elec/Fire/Pyre Scrapper using the combo I mentioned above. It's uploading now so I'll post the link when it goes live. I'll give you all a teaser. It's pretty nasty.
Edit: OK here's the link - http://www.youtube.com/watch?v=o0oljtXO9B8
It's still processing as of this moment but when it's done you'll be able to watch it in full 1080p
Just for the record: Spring Attack's animation is...DUMB. It doesn't look at ALL right. It should look more like superleap, with the ground effect, no that glowy, herky-jerky thing.
Also, you should totally dive headfirst. -
Quote:Bingo!Agree 100% with MajorTractor. Psi Defense isn't something to reach for. But did want to point out that the psi hole can be addressed on an Invulnerability toon.
I actually find Willpower's terror protection and the lack of terror protection with Invulnerability to be a more noticeable issue in common play. Longbow bosses can really make life hard for Invulnerability toons. That seems a bigger plus for Willpower to me than Psi protection. (And you're probably not going to take Clarion just for terror protection.)
Terrorize and confuse are larger issues than psi, in practical play.
The leadership pool is your friend.
Inv is very tough, it's nice. -
If those numbers hold up, shin breaker is MEAN.
Appropriate, given the awesome look of it. -
Street Justice is lookin' to be a LOT better than Kinetic Melee. None of that swoopy, wavey crap.
Rib Cracker looks SAVAGE, and Shin Breaker looks ever worse.
Got a StJ/Elec brute to 8, very smooth with all three of the first attacks. Sweeping strike is a solid little cone.
Sadly, I could not find the secret passage in manti's mansion and ragequit. I'll figure it out tomorrow. -
Getting the incarnate powers will be a huge boost to your performance for very little cost. So, the first thing you should do at a minimum is get your tier three alpha slot. On a fire, look hard at spiritual or cardiac.
To get these is simple, requires no teaming and gets you a level shift, which is HUGE.
Or, do what you want, what good is my advice, anyway? -
You have a fire tank.
Go incarnate immediately, do not wait, do not pass go, do not collect money's.
You have no idea the level of awesome awaiting you.
I envy you. -
My advice: ALWAYS follow concept first!
If you can, or don't care, then:
For single target, the cimmys win, by a mile.
For overall damage, the warworks are hard to beat. Viki is nice, and ace is right there in a crowd.
For debuf the Cataphract is the boss.
If you hate the idea of pets messing up your concept, the polars are ideal. They're practically invisible. -
Quote:
Breakfrees won't help with the initial hold; however after 5-10 seconds (I haven't timed it) the MAG 5,000 hold drops to a MAG 12 or so for the last few seconds so it would help with the tail end of the hold.
All tanks take note!!!
When you are trying to solo tank a BAF, this is an awesome trick to get you back in the fight without losing aggro. -
Quote:Here.
FYI, it took me about 10 seconds to find it. I went to Google and entered "accolade badges stat boost pdf".
It was the first result.
AHA!!!
(hugs .pdf) ahh, my pressscious, i luvs it.....
Thanks a ton! I put in like twenty search strings, but I never thought to try 'stat boost'. My search-fu is weak! -
Quote:Very very true: Caws/electric is a fantastic combo, but the lack of taunt aura will make you want to pull out your hair.I don't know if AV bashing is the only thing you want to do with this scrapper or not, but personally the only secondaries I'd pair Claws with on a scrapper are Invul and WP. I cry every time when I see mobs running away from my Claws/SR, outta the radius of Spin, due to not having a taunt aura.
This is easily fixed, though: Roll a brute. -
Hmmm.
A seriously tooled-up fire/fire/body tank with the cimmy pets, barrier, reactive, void, and cardiac might be a good approach. -
Quote:Thugs and Mercs seem to be the sets that require more of a stretch to call a thematic set.
Well, I like the conversation so far, so I just thought I'd chip in with my opinions.
Master Minds, and blasters, too, should get variations of Martial Arts as a secondary.
As well, there should be some sort of a 'Soldier of Fortune' power set, for scrappers, stalkers, Master Minds, and Blasters. Should get a few melee attacks, some body armor, a modest bandage self-heal, some pistols and grenade action maybe, a stealth power, etc.
You know: A normal dude with attitude. Street Justice might kinda fit, we'll hafta see. -
(boggle)
Perma hasten with no slots.
Criminy.
That said, the 30 second downtime would drive me nuts, but to each his own. -
If even a third of the players would exert as much effort on a good costume and awesome backstory as you did, this would be worthwhile.
If I see a new player who has spent time and effort on an obviously beloved concept, they get all the help I can give them without overwhelming them.
Carry on the awesome. -
Years ago, I found a one-page .pdf that walked you through getting all four of the stat-increasing accolades, all together. It was awesome, I'm not a badger, I just want mah goodies.
However, I've moved, and can't find my printout OR where I saved the darn thing in...some computer. Somewhere.
I figure you dedicated badgers might recall this old resource and maybe have a link?
Failing that, I'm struggling my way through using paragonwiki, but is there a simpler resource out there?
Thanks in advance for any help! -
My opinions of Judgement:
Looking at T4's, here's how I rank them.
Void is by far the easiest to use. As a PBAOE, you don't even have to have anything targeted: Just punch the button and boom. Further, it is probably the most 'defensively' oriented, as the 50 percent damage debuff for 30 seconds is HUGE. So, I tend to take it on less-sturdy melee toons, like a fire tank. It's a nice 'ooops' button that gives you some damage, and a better chance to survive.
Ion is by far the most damage. 40 jumps, and it can spread to a HUGE area, and if you go extra damage, the crits will wipe out minions and even some lts, especially if the jumps hit things a few times. However, it pays for this awesome by being by far the most unreliable: If your initial target dies during animation time, you lose all damage. If the jumps go badly, it can squib on you pretty easily. So take it if you want the glorious, glorious damage, and are willing to suffer the occasional fizzle.
Pyronic is middle of the road: Quite a bit more reliable than Ion, but you have to pick your targets more carefully than Void. It's range makes it a LOT safer to set up than Void if you're not on a hard-shell toon, though. However, unlike Cryonic, it can be used effectively at point blank range if the situation is cramped. It's probably the 'best' all around choice, and will not often leave you unhappy.
Cryonic is the blasters choice. It has HUGE range, even more if you take Cardiac. It can reach all the way past the charging melee guys in the front rank and smash a spawn before they even get to it. As a result it takes a bit more thinking and positioning to use well, but if that's your cup of tea, it works well. The biggest downside is that it requires a lot of space to work at it's best: Like all cones, most of the attacked area is far away. -
Quote:Then limit it to 1. Suddenly T3's are useful.Limiting Insp to 4 or 5 at a time just makes the start up costs a bit higher. Tier 4's will still get the job done and as you have pointed out, you are able to get out in 90 seconds now. A team of 2 would be able to do this in 60 seconds even with a limit on Insp stacking. Sure it costs a bit more but the returns are still stellar.
Quote:The Brute damage cap is most likely meant to scale with level. I really don't see why they would be the only exception.
Quote:The idea of scaling Fury with level I find distasteful. No other AT has it's inherent treated in this manner. Yes defenders have their self buff from Vigilance scale but team buff portion is constant from level 1. As much as the game has moved forward in making it faster to get out of the low level ghetto I would hate to see it take a step back with a move like this.
Quote:As for making inspirations drop on zoning. I think that would most likely stop this form of farming but I doubt the devs can find a way to code it. For how many years have we been double stacking shields and buffs due to the game not being able to tell we are already buffed upon zoning? Even the Health and End procs have this issue.
Errgh.... Zone bugs are awful. I'd rather see insp's limited to one.
Quote:I can't say I like the idea of limiting ambushes. Mass carnage is part of what makes being a superhero fun. If anything removing the Agro cap from ambush spawns so that your under fire from all the enemies would be a balance. As fast as the spawns drop in these missions there are still quite a few times when your over the agro cap and the mobs are awaiting their turn to get in on the fight.