-
Posts
1562 -
Joined
-
I heartily agree.
There are only a few powers that make you look just plain....dumb.
Whirlwind, Jump Kick, and Ninja Run are on that list.
I've used it a few times, but I always take a real travel power. Heck, with the fitness proliferation, I'm probably going to be taking multiple travel powers on quite a few toons. -
Quote:Slightly off topic but....there are groups I can plow through at +3-4/X8...Rikit, Freaks, Council come to mind, and those that rock my socks off...Arachnos, Cimeroans & Vanguard leap to mind. Now that we've got some lvl 50 tip missions with DE in them, how are you all finding them at those settings?
/afk "looking for socks that have been rocked off by DE"
DE are, and always have been, at LEAST as tough as Arachnos, Longbow, etc. We're just used to them, and more importantly, they can be gone around.
Also, there is very little top end content with DE.
Imagine the Eden Trial at 50.
Given the backstory of Praetoria, I hope some top end DE content get's made. The Eden Trial is some of the coolest epic content in the game, just a shame it's so hard to access. -
Quote:26?! Wow, that's a lot of recharge.A lot of scrappers are switching to the villain side to get the patron pool powers. Shadow meld is specifically chosen a lot with regenerators. I see the value in the power, but so far with 150ish recharge, I can get shadowmeld down to a 26second recharge timer, but the power only last 15 seconds.
Quote:Thats a minimum 9 second downtime. When people show their build they say that shadowmeld softcaps them. It does, but the 9 second downtime seems like a pretty big deal. Is this being used as a second mini-MOG? OR is there a way to always have the bonus from it?
Instead, it's a 'WHOOPS' button. Even more powerfully, it's a way to soak alpha strikes.
Many of the more damage-focused builds out there are fine defensively...most of the time. Shadowmeld is a little turbocharger button to get you past a sticky spot.
Suppose you have a build that does great damage, but you suffer ten defeats per mission due to alpha strikes and chained aggro. (These are both common scenarios.) Ten defeats per mission SUCKS. You lose a lot of time on hospital runs.
If you have shadowmeld up once per minute, and have the reflexes/awareness to use it, you are probably going to be able to eliminate all or most of those defeats.
For example, the 'purple' regen build posted above has:
Permanent Dull Pain. Meaning 2400 hit points all the time.
Standing around doin' nothin, it regens 58 hitpoints per second, and has a big enough pool to soak almost any one-shot. If it has a spawn-to-spawn time of 36 seconds, that's 2088 points of healing every fight.
Reconstruction is up every 18 seconds. If you fire it twice in your spawn-to-spawn time, that's another 1300 or so in healing. To deal with big-hitting bosses.
Instant healing is up every 191 seconds, and lasts 90 seconds. While that's active, your regeneration rate goes to 118 hp/sec. In a 36 second spawn-to-spawn, that's 4248 points of healing, with another 1300 available from reconstruction for big shots.
Moment of Glory is up every 90 seconds (holy cow!). If you get pushed this far, this is the serious 'I Win' button as it spikes defense well over a hundred and caps all resists.
And finally, after alllll that, shadow meld is up every 33 seconds. So, if your spawn-to-spawn is 36, it's up for EVERY FIGHT. Which means insane regen and softcapped for the first half of every battle.
And on that build, it gets a chance to fire the +recharge proc every 4.2 seconds in an AOE! It's not going to be permanent, but it's going to be up a LOT.
Shadow meld is just another mitigation tool, and it's a doozy. Having it makes for very active toons, but if that's your fun, it's a nigh-perfect power.
No it won't be up all the time, but added to already-existing defenses? It's a big deal. -
Quote:That's hard to argue with, although a fire/sd/mu build would be a contender too.If you are looking for the ultimate AoE damage brute, it's pretty much Super Strength/Fire.
Neither build is for starting out, though.
For a first brute, you'd be hard-pressed to do better than a ss/wp. If you want some AOE earlier, try a claw/inv. The second will be a considerably tougher leveling experience, so be ready. -
Quote:...just to be sure....Insane damage with hero stats? If you were surrounded by say 10 spawn and it does 25 points per sec, that would be 250 points. Sure. But it's spread out among the mob and at 25 points per spawn, I just can't see it. I'll have to run my scrapper into a few more mishes and see if maybe it's me but I doubt it isn't.
You DO realize it does that damage more than once per mob, right? It ticks quite frequently.
Quote:I could see the value in BIG mobs. But when you're facing 1-2 man spawn, it's a lot more lackluster. Again, If I am killing a guy in 3 hits, I can't see how that extra 25 points really help.
Quote:As for the 35% Melee, when I run into a mob, the first thing they do is fire their ranged and, in some cases, fire them multiple times. The range usually damages me enough to just about take me down as I don't resist them much. 35% melee helps but I think my HPs are too low to notice. -
-
-
Quote:Pfft, error, schmerror, that build is a freakin' monster one way or the other.And that is why we have collaborative forums, so others can point out errors when we make them. I missed that Dragon Tail was clicked clicked when I was looking at recharge totals.
Doooo eeeet! -
Quote:...riiight.This is, along with the paragraph I didn't quote, is a horrendous over simplification.
Quote:With shrinking player bases,
WHAT shrinking player base?
Your credibility is...low. -
Quote:Always, always always, PLAY WHAT YOU LIKE.Fly I took out of concept reasons and it felt right. (Kinda Human Torch-ish) I could easily see replacing it with Super Jump (Especially since CJ has Immobile protection) but I was seeing if I could stick to the concept first.
The numbers say leaping, but if you like, fly, do it! Maybe someday the Dev's will re-do the shadow shard.
Quote:I have to admit, I wouldn't drop Focus Chi. That said, this toon will be plenty busy without another click buff to keep track of. I think you'd never miss it, but I could be wrong. Fiery Embrace is everything that Focus Chi is, and much, much MUCH more.
Quote:Especially for hurdle as I'm not a hurdle fan. The only time I take it is when I take Super Speed as my travel of choice.
It is teh good, but again, play what you like.
Quote:Why drop Eagle's Claw? I don't understand that move.
Don't get me wrong, I LOVE EC. But in this build, it is the weakest link, for many reasons.
Quote:Same with taking Blaze Aura. I have it on my build now and it's not that amazing to me. Am I missing something? It's six slotted with oblivion and seems to do mediocre damage at best. (Like 17-25 points) What do you guys slot it with?
Over time, even though you never notice it, especially at higher difficulty settings, damage auras do simply insane amounts of damage. People have run records of this with herostats many times, and it is simply true.
There is no source of damage that is better than your damage aura. Hard to believe, but true.
Quote:Also why Aegis? I was also looking for a more all around build than just "Fight only fire guys" -
Quote:Wellll, you only get those numbers if you assume the proc in dragon tail is always on.If money is no object, this is the build I am looking at now. Perma-Hasten with MOG up every 65s and Shadowmeld up every 24.4s (each for 15s of capped defenses).
But it doesn't matter, this build would still be ridiculously awesome.
Build it, you will like it. -
Quote:Katana has DA, or Divine Avalanche, which is it's parry power.also....how does kat/elec compare to claws/elec?
i know claws has better AoE....what does Kat do better than claws?
Each usage of this power provides a huge but brief boost to melee and lethal defense. Even better, it is fast enough to stack if you're in a really tight spot, and can make you nigh-invulnerable to those damage types.
It is verah nice.
Claws gets followup, which is a damage boost rather than a defense boost.
Claws=offense
Kat= defense -
(shrug)
Then put it back, if you like it better. It's not like any of this is graven in stone, now is it?
In my experience, the contribution of focus chi is minimal, and on this build especially, even less so. Yes, I could see focus chi/fiery embrace/burn/dragontail micronuke action.....
But I'd rather have hurdle.
YMMV. -
Hmmm.
Not terrible. As written, this would play just fine.
That said, I might tweak things just a smidge.
You have seven attacks and four click buffs. Really?
Storm Kick, Cobra Strike, Crippling Axe Kick, Dragon's Tail, Eagle Claw, Air Superiority, and Burn.
Focus Chi, Healing Flames, Consume, Fiery Embrace.
Not to mention Rise of the Phoenix.
That is one busy toon.
If that's what you like go to town!
However, I would recommend dropping Eagle Claw, Focus Chi, Rise of the Phoenix, Air Superiority(you don't need the extra knockdown), and Fly.
Instead take Combat Jumping, Hurdle, Blazing Aura, Super Jump and Weave.
Reshuffle slots so all your attacks have six slots, and put a full set of Obliterations in Dragon Tail and Burn, both. Pick three of your single-target attacks and put in full sets of Touch of Death. These are not terribly expensive and will add 17.75 percent melee defense, which will cut the damage you take by 25 percent or more. I'd also swap the titanium's for aegis's, and then concentrate on fighting fire enemies.
Combat Jumping and Weave get as many LotG's as you can fit, up until four in each, be sure to get the recharges.
For consume, I'd recommend three Efficacy's and three Obi's, drop the damage procs and go for rech, acc, end mod, and anything else you can squeeze in. You want that up a LOT, especially if you are trying to actually run focused accuracy. You WILL be running Blazing Aura, it should be the first thing you turn on every time you play.
With the above changes, you'll have enough melee defense to actually notice it helping you, much more of every other defense, and enough more recharge that you'll be seeing healing flames up quite a bit more.
Martial arts does plenty of mitigation, combined with this build and the crazy damage of fire, this toon will be remarkably effective.
I stuck a quick little rebuild below, so you can see the idea:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Vixen Foxfire: Level 50 Science Scrapper
Primary Power Set: Martial Arts
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Storm Kick -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Acc/Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Dmg/EndRdx(5), T'Death-Acc/Dmg(7)
Level 1: Fire Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(7), Aegis-ResDam/EndRdx/Rchg(9), S'fstPrt-ResDam/Def+(19), S'fstPrt-ResKB(21)
Level 2: Cobra Strike -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/Rchg(11), T'Death-Dmg/EndRdx(13), T'Death-Acc/Dmg(13)
Level 4: Healing Flames -- Numna-Heal/EndRdx/Rchg(A), Numna-EndRdx/Rchg(15), Numna-Heal(15), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(17)
Level 6: Hurdle -- Jump-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(23)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def(27)
Level 12: Swift -- Run-I(A)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Plasma Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(29), Aegis-ResDam/EndRdx/Rchg(29), S'fstPrt-ResKB(50)
Level 18: Health -- Numna-Heal(A), Numna-Heal/Rchg(19), Numna-Regen/Rcvry+(25)
Level 20: Stamina -- Efficacy-EndMod/Acc(A), Efficacy-EndMod(23), Efficacy-EndMod/Rchg(25), P'Shift-End%(40)
Level 22: Crippling Axe Kick -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/Rchg(36), T'Death-Dmg/EndRdx(37), T'Death-Acc/Dmg(37)
Level 24: Boxing -- Acc-I(A)
Level 26: Dragon's Tail -- Oblit-Acc/Dmg/Rchg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(43), Oblit-Dmg(46)
Level 28: Burn -- Oblit-Acc/Rchg(A), Oblit-Dmg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42), Oblit-Dmg/Rchg(43)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-EndRdx(50)
Level 32: Blazing Aura -- M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Acc/Dmg/EndRdx(33), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(33), M'Strk-Dmg/EndRdx(34), M'Strk-Acc/Dmg(34)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(48)
Level 41: Consume -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc(42), Efficacy-EndMod/Acc/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-Dmg/Rchg(45), Oblit-Dmg(46)
Level 44: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(45)
Level 47: Physical Perfection -- RgnTis-Regen+(A), Mrcl-Rcvry+(48), P'Shift-End%(48), P'Shift-EndMod(50)
Level 49: Temperature Protection -- ImpSkn-Status(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1414;711;1422;HEX;| |78DA9D53DB4E1341189E6DB794B65BDA526A0BA51CCAF954A8A082261A144934344| |18A5C28D0AC65804D9A6DDD5D12B8F301F0102FE402BCF51D8C8FA652FFC3B46ABC| |73D37EDFCCBFDF7F9CD9D2E99A21C49B0742EB7A54335DB752AE3A66A3219D60B96| |A49BB2AA33BD6A9B487D6EBA78796238342886C4B5229C99A948592E9789659ABAC| |3A9EFBFBDD9A3C94B62B0BEB9674CE2AAB278E9978621F4B47DA5EA1B53036EBF51| |A283C5BBA6E9836E58694076CDF9066C3B28FA24A7474ECC12EF1B861550B0FEB07| |679592E97A103B03254DC1FF13D6464F33202A4013C2B7CFB447A4EF32BD24EA784| |17413BD34F2D2C5122C8AA26381A87391A83B0D94133D19A28BA05243128D937472| |9230270973128393189C6409BCFCECA5FBB7296CD716D373A2F8330D75F1321700F| |200D7240293024D793005D9E40BCE90A987E986221084942094A2307D71A61EA200| |08222A68648E7CD2608A7259229AF5A3E9369862ACF2C7781CFD3C8E7E1E4791E71| |0045D42A54B700FDD5C7C6687A70782A40A94FCE0A312CF89326F89262E882E4197| |52034DF1400778A0C33CD0111EE8280F749407AA81575A559EEEA366AEC0D4AB02F| |55E53ECD11F44E33F396193685A50A373DF69B70C5E59E59555727E337EFDA7D714| |7B4D73283F78E55473B93C1DDDC000D33051718468117483AC0B0C9E5099431E93C| |3E4120DBF666A10AD80579E6BF2E5F97447FE221D04632AFD189FF52C1FF21C1FF9| |7C92E80EE826E9BA360393EFB90F3E8AA9773C0B6E6E96BBA291E4C436743AC3E9B| |5994B3025C5EC15D117B82C0595B7709FEEC1FC536A749E0FB3F891E816E45D5057| |6D2147BA7EBDFD71C20F1EB1F18F65536F7F5B4223CBA0DEFE389BA178FB1BFADFE| |7ABD10A17DA0A036E236C02683BB8DA45D8C3ED3EAE4C5CBD42A8E2B6F9CD68151C| |5BC6BA5610EE22DC4348417DE21C95C1084004C14088227421C410E20849843E84C| |F08CD5F266BF740| |-------------------------------------------------------------------|
-
Pfft, 121 deaths is weak.
Some folks I know ran a Doctor Quarterfield taskforce...at +4!
Was like 11 hours, and 506 deaths.
Even without all scrappers, was glorious! Fortunately, I stayed well away from THAT one. -
-
Quote:As I recall, this is your first "armored" toon, IE, scrap/tank/brute.I just thought through observation that it felt like the amount of knockback was "more" on this toon than my others. Is there something I'm missing here? Thanks.
Welcome to the wonderful world of brutal melee combat!
In melee, there are not just more status effects flying around, there are WAY more. And /fire, as has been mentioned, has a big hole against those effects. So yes, you're getting planted on your bottom a lot more, because melee is not for the delicate.
To fix this, you can take and run acrobatics, or slot -kb IO's, or take IO sets than grant knockback resistance as part of their effects.
Of those three, I recommend either the IO's or the sets, depending on how slot-rich your build is.
Now, I would have pointed you at a /willpower instead of a /fire, you'd do a lot less damage but you'd feel...a lot tougher.
A LOT tougher.
But as long as you're having fun, play what you like! -
What he said.
You seem a seasoned player.
/elec is, in my opinion, the sleeper set among tanker primaries. Combined with a good-damage secondary that offers decent or better mitigation, it should be... astonishing.
Especially against non-traditional enemies.
Carnies? Laughable. (Although an elec/axe is the perfect Carnie tank.)
Malta? More than laughable. The sappers are nothing but pretty light shows to you.
Psionics? Utterly ignorable.
Arachnos? (snicker)
Vanguard? Well, SOMEBODY has to give you troubles.....
Rularuu? A good elec tank can even handle those juggernauts with more ease than most.
Cimerorans? They'll ding you around, but with moderate manuevering about and enough recharge, no issue.
AV's? Easy-peasy. Even a tower-buffed LR is easily done with a few candies or a friendly buffer or two.
It takes a very expensive build, but in the end you get something as tough or tougher than an invuln and against far more things, with zero movement penalties, better damage than any tank other than a fire, and with a literally infinite supply of endurance.
Is niiice.
Slot and build for +defense, +recharge, and +hitpoints, in that order. -
Quote:...because he needed it to take tough and weave, duh!I'll comment. More of a question rather. What's the mindset on taking Kick? I see you have a chance for recharge proc in it, but it won't do anything unless you plan on using it in your chain, and Kick doesn't stand out to me as a dps machine.
oh, wait....
Commentary on the build:
That's a great name.
It would be very good against carnie's.
Aside from that....ehn.
Seriously, did you just forget to include tough and weave because you were so excited to pick up Power Surge?
And you skipped lightning field to take, uh....
Okay, some advice:
Drop:
Evis, shockwave, swipe, power surge, and the energy pool. (You're an electric, the ONE brute that for SURE doesn't need more +end, esp on a claws.)
Take:
tough, weave, lightning field, swift, combat jumping, mu lightning and ball lightning.
Slot as desired(recharge and defense), go forth and sin greatly. That build will wreck carnies and do very well against rikti and freaks to boot. -
Quote:Electric and what? An elec/stone is gonna be slower than dirt, and it sure isn't the primary's fault, is it?Is this normal? The damage seems lacking aside from Lightning Rod. Trying to farm with this guy and it's slow going.
If you're going slow on an elec/shield.... you're doin' it wrong.
Quote:What's the fastest farmer?
thnx
Fastest versus how difficult? SS/fire is fast versus +0/8 fire users, but it's slow as dirt versus +2/8 smash lethal users.
SS is way faster versus robots than claws. Claws is way faster than SS versus carnies.
A claw/elec versus carnies is super fast, for example, and I would heartily recommend the combo, especially if you grab a hold.
More info will get better answers. -
Quote:Ok, let's chat.Recently I was diagnosed with a(nother) case of alt-itis. This time around the recommended treatment is a brute. The problem is deciding what combo to use. I made a claws/elec brute which is only at 15. Seems ok but until I can get stamina I'm having some serious end issues. I've also been entertaining the idea of a fire melee brute. Almost made a fire/elec instead of the claws. Indecision abounds. I believe what I'm looking for is what I've seen called a "buzzsaw build." The options I'm torn between are as follows:
Quote:claws/elec (started)
Electric armor wants all the shields as maxed as you can get them, MAX RECHARGE on your energize, and the damage aura. Then slot for +defense and global recharge.
Quote:fire/elec
However, doing fire damage is sooo nice.
Quote:fire/fire
Quote:ss/?? thinking fire armor again. +rech proc in footstomp being a good part of the allure.
Quote:Which of these seems well suited for my goals? Am I looking at the wrong powers for such a purpose? I do have the means to equip high end io's although I don't see myself dropping a bil+ on any 1 enh.
Thank you very much in advance for any help.
Have fun! -
Quote:I never ran a brute with /invuln before I18, because in my opinion, /Inv is not viable with only Stamina as an end tool. Electric Melee/ and Dark Melee/ were the only primary's I would even consider for an invuln brute.ok...so I rolled a SS/Invul (I just recently ran a claws/wp to 50)...
I remember 'back in the day' when I was able to walk around with capped resists, so I know that invul isn't nearly that good since the GDR...but....
That all changed once brutes got access to the /energy APP. Superior Conditioning and Physical Perfection are wonderful endurance tools, and open up brutes to many combo's I'd never look at before.
Quote:I'm at level 28 (just got invinciblity), I have every secondary power up to that point and it just feels....squishy. I'm running tough with the build so I'm at 60% resist to smashing/lethal....
Exotics just tear me a new one
End drain just wears me down
Naughty broot.
Takes those slots, put them in your attacks, and slot in much MUCH more end reduction, accuracy, and recharge. The end crash from high-speed rage is utterly unsupportable until the high 40's. Not to mention your attacks are underslotted for end reduction and WAY overslotted for damage.
Convert half those damage enhancers to end, rounding up, until you get physial perfection.
Quote:I'm playing blue side (in striga right now) and I thought it would be an easier time than playing red side.
Blue is not easier than red. I'm not sure why people thought that all these years.
Red is more ANNOYING, due mostly to the 'run around like I'm stupid' tactics of Longbow.
Quote:Here's my current build, all enhancements are common lvl 30. The first glaring problem I see is that I've skimped on end redux, so I'll probably spend the lvl 29 slots in 1 in invince and 1 in tough (both end redux).
So, I'm getting the feeling that invul is a lot like SR, painful to level but godly with the right set bonuses.
Fix your end. No more than one damage enhancer per attack, convert the rest to end. Let fury do it's job until you get mature.
Things will get way better with footstomp.
Things will get WAY better with conditioning and perfection.
Once you get all your sets in, you will stride the earth like a young god, casting fear before you.
You will not do the damage of a ss/fire, or a fire/sd, but you will be far FAR tougher than either of those. -
Quote:This is correct: You have been given bad advice, sorry. Single target DPS, self-heal, and end management are DM's claims to fame, NOT AOE damage.Dark Melee is not nearly as good as Bright Shadow is making it out to be. Especially not when paired up with a Fire/Kin.
Quote:The set has little to no AoE, while it does have good single target DPS, it DOESN'T have the best. Fire has the best single target DPS, which I believe is followed by Claws.
For the combo described, nearly the ideal setup would be claws/inv. ?inv on a brute is a tough leveling experience due to endurance issues....which your buddy can help out with enormously.
Claws does excellent damage if you can keep it fed, whcih holds aggro. Once you get invincibility, well, all bets are off.
At the top end, you can take Mu for even more damages, or you can take the new energy APP and not have to rely on your friend for end any longer.
The same can more-or less be said for a fire/shield brute, or even moreso for a ss/fire.
A ss/fire is...fearsome.It might not hold aggro like an ibvuln, but it should do alright.
-
Quote:Ah, yes, what I affectionately call "The Perfect Frankenslot."This is probably one of my favorite slottings for Follow Up
Level 14: Follow Up -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(46)]
Three Crushing Impacts, Three Mako's, as many triples and quads as you can squeeze in.
Heck, you even get a bunch of hitpoints out of the bargain.
Is verah nice. -
Quote:That is true.I gathered that eagles claw was awesome sauce now that it will give you a crit boost for 2 sec. was reading about eagles claw+dragons tail for killer aoe crits. Is this not true?
(sigh)
Martial Arts is the real odd-ball of scrapper primary's. It is iconic in it's stature. I mean, who DOESN'T want to be whippin' tail like Bruce Lee?
But in implementation, it has an odd mixture of status effects, debuffs, and unique mechanics. This allows you to fire different attacks in different sequences to do different things.
Looking for more AOE, combined with good mitigation? Eagle claw immediately followed by dragon tail. With a saturated mob-field, this combo raises DT's damage by roughly 30 percent, which does not suck at all. Plus it knocks most of them down, which can let you pop an inspiration, click a power, or bug out it needed.
Looking to shut down that pesky Super Stunner/Master Illusionist/Chief Soldier? Eagle claw and then cobra strike as often as is required to stun them out and drop them.
Need to get rid of a dude RIGHT NOW for some time to click some stuff? Crane Kick his naughty self waaaay over there.
Want to crank out as much single target dps as you can stand, while also getting more mitigation than most scrappers can generate at all? Cobra, Storm, and CAK your way to success.
MA is like the swiss army knife. It's kinda funny lookin' and not super good at anything, but it's got a lot of neato little gadgets goin' for it.