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Posts
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BWAHAHAHHAHAHAHA!!
(wipes tears)
Well, okay, that's fair.
That said, you should try teams! Jeeze man, the game gets WAY more fun in teams, the team dynamic is very different. You should try it.
Just pretend all the other folks are weirdly programmed 'bots. You'll like it! -
Quote:Well....Thanks for the input, that's what I was looking at. With Io's I could do some major changes, but in the end, the set has an inherant squishiness and any money I put into it, could be better spent on something else, which would be more powerful for it.
Electric armor on a scrap/brute is a touch on the squish side. It takes a VERY zesty build to get it to unkillable status, but it can definately be done.
And, it has several huge advantages, not least is effective immunity to end drains. It's also ridiculously strong against exotic damages. If you can cap S/L defense and jam your recharge high enough (esp on a scrap) electric is VERY strong.
On a tank, I think /elec is the big sleeper set right now, with peak survivability better than a /inv, and on par or better than a /ice or a /dark, and with considerably less work than either of those secondaries. Of course, nothing matches a /stone....
But we'll see. -
Quote:(blink)I was on one. It went fine, though it's the only STF I've been on, so I have nothing to compare to.
You've only done the STF once?!
Wow.... How do you avoid getting dragged into them? I tend to do four or five a week, easy, on top of half a dozen or more ITF's, four or five LGTF's, a few SF's here and there, the khan a couple of times and the six phalanx tf's a dozen times or more....
Sheesh, no wonder my account is crammed full of junk I don't have time to make and sell....
But to address the OP:
I feel at this point that any eight toons can run any content in the game, with varying degrees of fun. If you can't, then tool up your builds some more.
One of the more interesting STF's I did was all-shields.
All defender, all controller, all blaster, etc. (I posted a record speed run for an all-blaster ITF some friends of mine did in the blaster forum a while back.)
Go, have fun! -
Welcome back!
Do you have Mid's? The best and fastest way to get this info is to tinker about with Mid's and see what you wind up with.
That said:
In general terms, MA/fa is an excellent combo that reaaaaaally likes recharge.
MA has just gotten a major buff. Storm Kick, cobra strike, crippling ax kick, Eagle Claw and dragon tail seem the pick of the litter to me.
SK,CS, and CAK make a solid single target chain that includes quite ridiculous amounts of mitigation for free. (fire armor loves stun now)
Eagle claw can follow CS for HEAVY stuns. Or, Dragon tail can follow eagle claw for the huge criticals.
Dragon tail has always been awesome for mitigation, and it remains so.
Fire armor is all about Burn, fiery embrace, and blazing aura for a martial artist. MA wants damage, fire gives it up in spades.
Massive +recharge to get your healing flames running, get the Burn and other attacks back, keep the consume handy, etc, etc.
MA/fa is a very, very nice combo.
For sets, you want the usual suspects: A LotG in Weave and combat jumping and anywhere else you can tuck one in. Pick a couple of attacks you use a lot and five-slot them with purples for the +10 percent recharge in each. Go shopping in Mid's for +rech bonuses.
In the epic pools, scraps can now go villain and pick up patron pools. So, you can grab shadow meld for an 'I WIN' button, and get a ranged attack for free. Into which you can slot a third purple set for another ten percent recharge.
Or, you can go insane damage and grab Mu, for lightning and ball lightning. That will let you slot four purple sets for +recharge.
Etc, etc.
Have fun! -
Quote:Fiery Embrace is the only power in the game (that I know of so far) that has the new 'added damage' mechanism.No no no, my point is: Scrapper damage cap is +400% (and you hit that on second FS and about steady on that with a good Kin), Fiery Embrace raise it OVER it because its not couted on the +damage line. What about the other damage boost?
That said, Shred has good points:
KM/fire can stack (I believe) Power Siphon and Fiery Embrace. The numbers here.... Whew.
Claws/fire, Dark Melee/fire, and Dual Blades/fire can stack followup/soul drain/blinding feint and Fiery Embrace. Less impressive than the above, but still not shabby by any stretch.
KM/sd can stack Power Siphon and AAO. This is subject to the usual damage caps, though.
Of the above, the least twiddly would be the KM/sd. By a wide margin.
The reason DM/sd does so well currently (in single target DPS) is via stacking self-buffs like this.
....
...which naturally segues into my Standard Rant number 3, "When are the Dev's going to address infinitely stackable buffs?"
But that's a topic for another day. -
Quote:Well-played, sir.Good thinking Gruumch!
I'm a little tight for slots, but I did just that,
I made a Claws/Inv for my Mandelorian
and
a Battle-axe/WP for my Sith Lord.
Both are still low, but I think you are right about WP, it seems...easier which suits the Dark side Sithlord, Yoda himself said the darkside was easier so that fits
The Mandelorians are all about hard training and fighting discipline so Inv will suit him.
Well played.
Be warned, /inv is a tough slog early: Put in a lot more end reducers than you think you need.
Console yourself with visions of the awesome at the top end. -
Quote:AAO is a toggle which adds damage for every foe in melee range up to a large limit.The original topic was about primary powers. Tho I just realised Fiery Embrace is not a "build up"-like power, it allows you to go beyond the damage cap. Anyone knows how AAO, Follow Up or Power Siphon works in term of buff stacking?
Followup is a fast-animating, low damage attack that adds a smallish bonus to hit and damage every time it hits. With lotsa recharge, it is fairly easy to stack it up twice and pretty much keep it that way IF you are quick between spawns.
Power Siphon is a no-damage click power that enables all of your OTHER attacks that hit to add damage buffs as an inherent freebie for as long as it lasts. In effect, with a very fast attack chain, it steadily ramps up your bonus damage to a peak, then it ramps back down again after it expires.
Of the three, AAO is hands-down the best in my opinion. It is automatic, and functions best when in a target rich environment. There is zero negative impact to your attack chain, because it requires zero animation time. There's no chance to miss, it requires no monitoring or care. Just cram yourself into the midst of the baddies and lay waste.
Followup is very nice, except that it displaces more potent attacks in your attack chain and can miss. Make no mistake, it's very nice, and very worth it, but with some issues. It also has a 'ramp up' time if you ever pause more than second or two between fights. In practice it feels a bit like chasing a brute's fury bar: If you pause, you lose.
Power Siphon is even slower to ramp up than Followup, but peaks a lot higher and lasts a lot longer. if you have a pause in attacking you have to wind it up again. It's like followup on steroids.The real joker is the fact that the KM tier9, on a scrap, has a 20 percent chance per hit of recharging it instantly.
If so, you can then fire it up again as soon as it expires. The downside is, it's finicky. You have to monitor your buff status closely, which I find a pain. YMMV.
Is that what you were after? -
Quote:Don't forget electric.I have to agree with this.
even after all these years invulnerability is still my favorite tanker primary. Just not a big fan of changing into a big rock, an Ice cube, or a burning marshmallow. Dark armor just seems too gloomy for my tastes too. which leaves Invulnerability, willpower, and shields. heck I like all 3 but I always find myself gravitating back to Invulnerability. This even though I have never taken unstoppable.
I think electric armor on tanks has...a LOT of potential. A lot.
It may eclipse invuln soon. Heck, on anything outside of s/l, it already does, by rather a lot.
The ability to ignore endurance drains is nice, and getting nicer quickly. -
Quote:Dude.Speaking of burn, do both the patch and initial AoE have a 5 target max, or is there a proper 10 target limit on the initial damage, or what? I still don't wanna waste my time on it if it can only ever hit 5 targets.
TAKE IT.
You will not be disappointed. -
Quote:The problem is that unless you're going for burst damage, or want to use a Shield, Katana does always beat Broadsword.
Except that broadsword CAN pair with shield defense, and given how gently SD was handled in it's 'rebalance' we can probably assume no further harm will befall it.
BS/sd is a remarkably good combo. No kat/ toon can approach it.
I'm sorry, but this is the simple truth.
The synergies are numerous.
Parry, knockup, and knockdown add to shields survivability starting even at very low levels. Shield is not exactly delicate all by it's lonesome, you add in a ton of extra mitigation and it is solid as iron.
Whirling sword can significantly debuff ten surrounding foes for shield charge to flatten.
Shield does not use enormous amounts of endurance, helping BS stay in the fight. It also adds additional AOE and single target damage, meaning there is no reason to avoid the joys of physical perfection, focused accuracy, and conserve power in the ancillary pools.
BS is no slouch in the damage department, and all the survivability synergies above allow it to readily saturate the crowning jewel in the /sd set, namely, Against All Odds.
With AAO, BS handily outdamages kat. By a mile. Even if kat takes and uses aggressively /dark, which is the only combo which can come close to a BS/sd. And /dark is not nearly as tough as /sd, sorry. In fairness, /dark does have better tools.
I stand by my statement: The consensus is that kat/ is better than bs/, and the consensus is wrong. Yes, this stance is based upon one specific combo. But that combo is very, very nice indeed.
But ehn, what do I know? -
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Welcome to the Best Game!
Quote:Currently trying the BS/WP route. I like the hefty dose of Regen coupled with Resists/Def, but how viable is it for high-end soloing later on?
BS is a good damager, has the excellent addition of parry, and is also a mild debuffer with every hit, which makes you much more team friendly.
WP is a solid set to keep you alive except versus heavy alpha's. Parry will get you past those as required. It is mostly damage agnostic, which is darn nice, and keeps you in the fight.
Quote:I've heard Katana is, strictly speaking, better due to faster animations (I think Werner briefly touched on it).
Quote:With all of that in mind, any advice? From a crunchy, stat standpoint, what's my best bet? From a thematic standpoint, what fits? FM has the fiery sword, but I'd have to look at the animations once I'm back at my computer to see if I can make them fit.
FM/SD is....massive damage, quite a bit squishier until you can get serious sets in it, than it's God Mode. I would not recommend for a first toon. Stick with the BS/wp, you will like it.
Quote:I'm after a happy marriage between the my optimization and thematic goals, but I still appreciate purely optimized number-crunchy feedback, too.
You're fine, play what you like. -
Quote:Okay....So besides this Parry topic being very interresting (no sarcasm), what is, on the paper, the best primary for DPS?
As I said in my first post in this topic:
If all you care about is damage, the ONLY CHOICE is fire melee.
It's fire melee.
Really, honest to god, it's FIRE MELEE.
Go forth and commence burnin'. -
Just saw this, sorry.
Well, it's a good, solid build as-is, although you're leaning on Consume a LOT for your endurance needs. Nothing wrong with that, though.
Hrrrrm.
I like the leadership pool on scraps, others will disagree. Play what ya like.
That said:
Drop the leadership pool. Take those three powers and take combat jumping, shadow meld and dark blast.
Here, take a look:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Matchstick Menice: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(42), KntkC'bat-Dmg/EndRdx(43), Mako-Acc/EndRdx/Rchg(45), KntkC'bat-Dmg/Rchg(46)
Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(46), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(48), S'fstPrt-ResDam/Def+(48), S'fstPrt-ResKB(50)
Level 2: Blazing Aura -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(3), Armgdn-Acc/Dmg/Rchg(3), Armgdn-Acc/Rchg(43), Armgdn-Dmg/Rchg(43)
Level 4: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Acc/EndRdx/Rchg(45)
Level 6: Healing Flames -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(7), Numna-Heal(7), Dct'dW-Heal/Rchg(9)
Level 8: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(9)
Level 10: Hurdle -- Jump-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Mrcl-Rcvry+(15), Mrcl-Heal(17)
Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam/Rchg(40), Aegis-Psi/Status(40)
Level 18: Fire Sword Circle -- Erad-Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(19), Erad-Acc/Dmg/EndRdx/Rchg(19), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Acc/Rchg(37), C'ngBlow-Dmg/Rchg(45)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(34)
Level 22: Consume -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(23), Efficacy-EndMod(23), Efficacy-EndMod/Rchg(25)
Level 24: Super Speed -- Winter-ResSlow(A), Clrty-Stlth(25)
Level 26: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(29), HO:Nucle(29)
Level 28: Burn -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(31), Erad-Acc/Dmg/Rchg(31), C'ngBlow-Acc/Rchg(31), C'ngBlow-Dmg/Rchg(34), C'ngBlow-Dmg/EndRdx(34)
Level 30: Boxing -- Acc-I(A)
Level 32: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(33), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/Rchg(36)
Level 38: Greater Fire Sword -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(39), Hectmb-Dmg/Rchg(39), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Acc/Rchg(40)
Level 41: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def(42)
Level 44: Dark Blast -- Thundr-Acc/Dmg/Rchg(A)
Level 47: Fiery Embrace -- RechRdx-I(A), RechRdx-I(48)
Level 49: Shadow Meld -- LkGmblr-Rchg+(A), HO:Membr(50), HO:Membr(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 4: Ninja Run
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I have a /wp brute at 50, and a new praetorian /inv brute at...uh...36?
Around there.
They are both tough. The /wp was MUCH easier to level, thanks to quick recovery. The /inv is, in the 30's still working hard on endurance issues but is already quite a bit tougher feeling than the /wp.
Here's the build, which is a top-end no-holds barred monster. But even on levelling IO's (all 30's) the build works with enough endurance slotted.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Razor_Chic_1: Level 50 Natural Brute
Primary Power Set: Claws
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Strike -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Dmg/Rchg(7), Mako-Dmg/EndRdx(37), Mako-Acc/Dmg(40)
Level 1: Resist Physical Damage -- GA-3defTpProc(A), Aegis-ResDam(42), Aegis-ResDam/Rchg(43), Aegis-Psi/Status(46)
Level 2: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), P'ngS'Fest-Acc/Dmg(37), P'ngS'Fest-Dmg/Rchg(40)
Level 4: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(13), Aegis-ResDam/EndRdx/Rchg(17), S'fstPrt-ResDam/Def+(42)
Level 6: Dull Pain -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15), Numna-EndRdx/Rchg(42), Numna-Heal/Rchg(43), Numna-Heal/EndRdx/Rchg(43)
Level 8: Spin -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-Acc/Dmg/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Rchg(11), Oblit-Dmg(13)
Level 10: Hurdle -- Jump-I(A)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(34), Ksmt-ToHit+(48)
Level 14: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(45), Mrcl-Heal/EndRdx(45), Mrcl-Heal/Rchg(46), Mrcl-Heal/EndRdx/Rchg(46)
Level 16: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(39)
Level 18: Focus -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(19), Thundr-Acc/Dmg/Rchg(19), Thundr-Dmg/Rchg(23), Thundr-Dmg/EndRdx(23), Thundr-Acc/Dmg(29)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21)
Level 22: Follow Up -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(25), Mako-Acc/Dmg(25), Mako-Dmg/EndRdx(27), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29)
Level 24: Super Jump -- Jump-I(A)
Level 26: Boxing -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(34), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(40)
Level 28: Invincibility -- HO:Cyto(A), HO:Cyto(31), HO:Cyto(50)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(34)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 35: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/Rchg(36)
Level 38: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39)
Level 41: Superior Conditioning -- P'Shift-End%(A)
Level 44: Physical Perfection -- P'Shift-End%(A), RgnTis-Regen+(45)
Level 47: Taunt -- Mocking-Rchg(A), Mocking-Taunt/Rng(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Taunt/Rchg(50), Mocking-Acc/Rchg(50)
Level 49: Resist Energies -- ResDam-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
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If your only metric is damage, then your discussion begins and ends with fiery melee.
Go forth and administer flamey doom!
If you consider other things, the issue is a bit more complex.
For example:
Broadsword can be used with shields, and grants parry, and debuffs enemy defense with every attack. It also has useful amounts of knockup/knockdown, which helps keep you and your team alive.
Dark Melee has poor AOE damage, but includes many secondary buffs and debuffs, including perhaps the best healing that many scrapper's will ever see. On hard-skinned secondaries, that makes you very, VERY durable.
Electric melee drains your victims endurance with every hit, and has the incomparable glory of Lightning Rod. I cannot explain how awesome Lightning Rod is.
Kin Melee is new, but the number crunchers assert (and I agree) what with the right attack chain and power usage can reach or exceed fire melee damage, while still having secondary mitigation. It's a more 'finicky' set than fire, but if you tease it just right, is does huge things for you. AOE is...not so good though.
Etc, etc, etc. There's a lot to power sets beyond damage, but if all you want is damage, the answer is fire. -
Quote:Take dragon tail! Slot it, love it.But wouldn't Crane Kick be worth more than Dragon's Tail as DT does less damage? Force feedback could be slotted in both as well. (But I can see it better in Dragon's Tail as I think it rolls for every enemy hit.)
It is among the best mitigation powers that scrappers get, and with a FA, you want that.
Plus, it can combine with the new nuclear-powered Burn in glorious ways.
To be honest, I feel MA/FA to be one of the stronger combo's out there now. Martial arts needs damage, fire needs protection. Each offers what the other is lacking. The synergies are numerous and strong.
Argh, I just have too many things I wanna play now! There is TOO MUCH AWESOME.
I'm quitting my job, that's all there is to it.... -
So, do you want defense, or recharge?
Becuz it's realllllly hard to have both.
Okay, despite your "recharge is sacred" rule, I gotta say drop the clots in char.
...for that matter, drop the fire epic completely. Take the mu instead. Saves you a power pick....
Drop manuevers, pick up hasten...
Hmm, this is getting interesting.
Ok, here's a retool, see what ya think:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Judgmental Girl: Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Willpower
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(11), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Acc/EndRdx/Rchg(42)
Level 1: High Pain Tolerance -- Numna-Heal(A), Numna-Heal/Rchg(23), Numna-Heal/EndRdx(37), S'fstPrt-ResDam/Def+(39)
Level 2: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(7), Mako-Acc/EndRdx/Rchg(48)
Level 4: Mind Over Body -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam/Rchg(40)
Level 6: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(11), RgnTis-Regen+(21), Numna-Heal(23), Numna-Heal/Rchg(40), Mrcl-Rcvry+(40)
Level 8: Build Up -- GSFC-Rchg/EndRdx(A), GSFC-Build%(9), GSFC-ToHit/Rchg/EndRdx(9), GSFC-ToHit/EndRdx(36), GSFC-ToHit(42), GSFC-ToHit/Rchg(43)
Level 10: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(13), LkGmblr-Def(13)
Level 12: Hurdle -- Jump-I(A)
Level 14: Health -- Numna-Heal(A), Numna-Heal/EndRdx(42)
Level 16: Rise to the Challenge -- Numna-Heal/Rchg(A), Numna-Heal(17), Numna-Heal/EndRdx(17), Numna-Heal/EndRdx/Rchg(36)
Level 18: Fire Sword Circle -- Erad-%Dam(A), Erad-Dmg(19), Erad-Acc/Dmg/EndRdx/Rchg(19), Erad-Dmg/Rchg(25), Sciroc-Acc/Dmg/EndRdx(25), Sciroc-Dmg/Rchg(31)
Level 20: Quick Recovery -- P'Shift-EndMod/Rchg(A), P'Shift-End%(37), P'Shift-EndMod/Acc(39), P'Shift-EndMod(45)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 26: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(27), Aegis-ResDam/EndRdx/Rchg(27), Aegis-EndRdx/Rchg(37), Aegis-ResDam(39)
Level 28: Heightened Senses -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), HO:Cyto(34)
Level 32: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(34), RechRdx-I(34)
Level 35: Stamina -- P'Shift-End%(A)
Level 38: Strength of Will -- ResDam-I(A)
Level 41: Mu Bolts -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(45), Apoc-Dmg/Rchg(46), Apoc-Acc/Dmg/Rchg(46), Apoc-Acc/Rchg(48)
Level 44: Ball Lightning -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(45), Ragnrk-Acc/Rchg(46), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Dmg/Rchg(50)
Level 47: Swift -- Run-I(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 0: Ninja Run
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Well, that's an interesting build, for sure....
While it's unconventional (not even ONE performance shifter proc?!), I suspect it would play like a champ and destroy all it came across.
My one suggestion would be to get dark blast instead of moonbeam. I know the snipe seems fun, but the recharge time on dark blast is just...too good to pass up. Especially on an elec/elec, which absolutely THRIVES on recharge. It would be quite possible to use dark blast alone and still put out reasonable damage at range. (Think Hami.)
The biggest issue is how slot-starved it is.... Man, that's a tight build.
But hey, go to town!Let us know how it runs!
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Quote:Hmmm. Um hmmmm....It's all in the title.
So... What Archetypes and builds do -you- feel are the most Bad-***? What powers and abilities and tactics REALLY cement this for you? In those trees are there things that could be skipped and others that are MUSTS?
You want a bs/sd scrapper.
It is the earliest softcap to melee, via parry and shield's high defenses. Later you can softcap vs all if you care to.
Broadsword has a wide (and very early) cone. It gets a moderately good pbaoe that shield defense's Against All Odds turns into a very good pbaoe. And it get's Shield Charge.
It has knockdown and knockup in noticeable and usable amounts, for extra mitigation.
It is a unique combo, and a very, very powerful one. The two sets go together like peanut butter and jelly, which is even more remarkable considering that they were designed many years apart.
You will like, trust me. -
Quote:If you want to try something completely different:We were toying with the idea of going maybe two masterminds also? We have been playing the dual pistols/ rad alot and feel incredibly squishy.. but thats cause we didnt take that area affect -hit debuff. The dual pistols are flashy and cool but, seems kinda to be a let down lol (maybe we should have went fire) Doh! Again, we are open to any and all recomendations. Thanks so far for your help guys
I'd say try a fire/kin controller and a spines/invuln scrapper. There is much to love there. -
Quote:Pathetic taunt.Willpower.
70% Smashing/Lethal Resist
Can be softcapped to defence
90hp/sec regen
Can cap HP
Sorry, but it's true.
In my mind, Invuln is popular because:
1) It is tough enough. A Stone beats it by a mile, but the cost, the cost.... A good /dark or /ice is tougher than an invuln too, if you have the reflexes for it.
2) INVULNERABLE. 'nuff said.Perceptions count.
3) You can have a great character concept, a great costume, and still see it. For me, this is a huge deal.
4) Invuln is simple. /ice or /dark can both be tougher than /inv, but criminy, they're a lot of frikkin' work to keep alive.
5) Invuln tanks well. It's nicely sticky, you have full mobility, and you're not constantly punching heals/end/ports/scares/timeouts to stay alive and move around and do your job. You can concentrate on situational awareness. And that's a big deal.
Tanking well is not simple. Invuln lets the player concentrate on tanking, rather than surviving.
In my opinion, the 'big three' tanker sets are likely to become /inv, /wp, and /elec.
Electric armor on a tank has a LOT to recommend it. With the new mobs recently added (Super Stunners my butt, they're boss-level sappers THAT RES) end drain resistance is getting to be more and more critical.
Ehn, but what do I know? -