perwira

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  1. Quote:
    Originally Posted by Morbid Star View Post
    DM is a Single Target beast...
    ... i like to leap into the middle of the MOBs as i'm aiming down on the bigest and get surrounded for Soul Drain and then just tear everything apart...

    i never really liked the shadow maul or sands of mu or flurry too much as it just seemed to lock you into animation for too long, some people luv 'em, and take time to position themselves for best effect from them... to each their own,

    i've found that SD followed by DC can be fairly decent for AoE purposes with adding in an anchilery aoe power to can work nicely, but aoe is not its strong-suit, it is capable of most anything with health recovery, endurance recovery, soft control, debuffs, ect...
    Completely agree as to the basic tactics here. Literally jump into the midst of the mob, lay a Soul Drain getting in as many as you can, and you're off to the races.

    I like to work Shadow Maul into the attack chain, particularly very early in the battle where enemies are going to be packed two-deep anyway and you'll likely as not score at least two if not a lucky three enemies in the high-damage melee cone. For more scattered fighting, you can leave SM out of the attack chain.

    I also agree with the interesting tactic there with the Soul Drain followed by the Dark Consumption. I usually save SD+DC for the second round (if there is one) for mopping up damaged enemies clustered around me and for endurance recovery if it's needed. But sometimes I'll use it at the outset - I just completed the Vanguard arc and it was very useful to take out those massive mobs of Rikti monkeys in a 1-2 *poof* PBAoE blow.

    And to add... because DM is a single-target beast, make sure you pick fast tactical mobility powers. DPS looks nice on paper, but it doesn't figure in the time it takes for you to reach your next target and you want that time to be as short as possible. While it might sound redundant, my DM scrapper has superspeed (the fastest point-to-point tactical, if there are no barriers/beings in the way), combat jumping (for those jumps where you need to get over obstacles or beings to get into the midst of the enemy) and flight (which I included for concept/capability as my DM scrapper is also an aerial combatant with air superiority situationally mixed into the attack chain). All three of these have a defense component too, which is nice. And (as a DM/SD scrapper) my scrapper has a teleport via shield charge to boot! In short, don't short change your tactical mobility. You'll take down a lot more enemies faster if you're able to move very quickly.

    Good luck, and have fun. Either solo or in team, DM scrappers are a riot to play.
  2. Quote:
    Originally Posted by StratoNexus View Post
    I play my forties on whim or to hang with others or when I once again have a character development idea. Most of my 50s sat at 49 for a month or three.
    Likewise, as a fairly new player for about six months, I have rolled only seven characters and only one of them has reached 50. I have others at 49, 45, 43 and 37, with two new ones (one a Peacebringer) reaching 20. I like to savor those last few levels, either in going in SG TF's/SF's or rigorously testing them solo in still-outstanding arcs at higher difficulty levels to verify their effectiveness.

    Also, taking your time to reach 50 can allow a character to build up some inf through a little market play and further enhance their sets and/or a respec revamp (which I also haven't done yet for any of the characters).

    I go with character concept first, then carefully consider the primary/secondary power sets for how they might perform and complement each other, along with the character's versatility in combined solo/team play. So far, I haven't deleted any characters, satisfied with how they have unfolded over the levels. At this rate, I might not even use up the allotted free slots for new characters for years (even as more are given as veteran rewards!).

    50? Sure, but I like to take my time, savoring the journey to reach it and play beyond it.
  3. Quote:
    Originally Posted by Biospark View Post
    Yeah I think Electric Mastery is a very good example of how to supplement an attack chain.

    So... up steps Electric Mastery. My first 2 choices are a Single Target Immob which has a fast recharge and can be used as an attack, or.... Thunderstrike, slow, expensive and Huge AoE damage.

    I will be taking Thunderstrike. Why... well I skipped Voltaic, I skipped Thunderous blast, so I seriously lack a big Hitter. I am unsure though whether this attack would add much to a team setting, since my job would be less about damage. So on my team Build, if I also take Electric Mastery, I could easily see the greater benefit to having an Immob power instead of another AoE.

    These are just thoughts out loud. I will know more soon enough.

    P.S. As far as Shocking Bolt, I fully intend on taking this power. In fact, Electric or Psychic mastery are really the only 2 that I will consider, and thats because they both have a hold-type power to complement Tesla cage.
    Strategically, the epic holds last longer, so I would suspect that you would fire off Tesla followed by your epic hold for maximum holding power on a Boss.
    I am sure the other sets would add to this combo just fine, but being able to hold a Boss is a critical ability I dont want to lack (Solo or Team). Its less important on a team, if you have other teammates with holds. You and they could co-ordinate a little and stack holds easily, but solo.... gotta have Dominate or Shocking Bolt. IMHO
    Yup, I agree. Here's the point where the epic power set can come into play, either solo or in team. If it's the direction you think it should go, give it a go! It will be interesting to see how your leveling and powers progress 40+ up to 50, although it may take a while. You're already at the point of staging towards 50.

    In any case, good luck with your solo quest, impressive indeed!
  4. Quote:
    Originally Posted by Biospark View Post
    Any thoughts ?
    Same as yours! I'm following the same train of thought you are.

    Edited to add: I haven't yet put this into practice quite like you have, both in solo-quest and in team, so this is why I'm curious what you've discovered. I have a notion that the Electricity Mastery epic powers might slightly change the complexion of the power sets and attack chain, but we'll find out more as you get there. Out of curiosity considering which epic power set would be best, I had asked earlier in this forum whether the magnitude of the Shocking Bolt hold stacks with the hold magnitude of Tesla Cage and the comments/answers in return suggested that it does (for at least several seconds, if I recall correctly), meaning serious boss/AV holding as well as full endurance draining capability. As you've already experienced with mobs and bosses, you may well have an AV stopper in your hands, short of those with persistent break-hold and massive endurance recovery capabilities.
  5. Quote:
    Originally Posted by Cyanide_Crush View Post
    I don't think anyone covered this but..

    Everyone(Well a few) is dismissing PPs Regen side of the power.
    What's nice about PP is that it provides for both regen and recov, albeit a third to half of each (relative to Health and Stamina), but that's exactly what I've been looking for. It's like having a fully adjustable Numina's regen/recov in a single power.
  6. Quote:
    Originally Posted by StratoNexus View Post
    To be honest, the big problem I have with my Fitnessless Emp/Elec is not the lack of Stamina, but the lack of Hurdle.
    Two slots of performance shifters help a bit there, giving you +movement (and as an Emp/Elec you have ample places to slot those ).
    OTOH, just taking Hurdle is only one power.
    Funny you mention this. I didn't take flight as a power (only as a temp pack buy), and combined with superspeed, hurdle +jump sure seems to help with very fast tactical movement during battles on different kinds of maps.
  7. Quote:
    Originally Posted by Werner View Post
    [ QUOTE ]
    I think the most interesting slotting I've seen was Werner's -- two acc/dam HOs, a Hecatomb dam/rech and three pieces of Numina if I remember correctly. It had ED-capped heal and damage, and about 90% recharge and 60% acc.

    [/ QUOTE ]
    I have:

    53 Nucleolus
    53 Golgi
    Hecatomb dam/rech
    Numina heal/end, heal/rech, heal/end/rech

    38% accuracy
    71% damage
    84% endurance discount
    97% heal
    80% recharge
    12% regeneration
    25 hit points

    For most builds, I'd suggest more damage and accuracy. Cost no object, maybe something like:

    53 Nucleolus x2
    53 Golgi x2
    Hecatomb dam/rech
    Doctored Wounds heal/rech

    76% accuracy
    96% damage
    76% endurance discount
    95% heal
    60% recharge
    Thank you, sir. I've long puzzled over this with a DM/SD scrapper with SL 6-slotted with ToN, and you've given a concrete suggestion about how to improve that. Accuracy (with other set bonuses) hasn't been an issue, but damage has.
  8. Grats to you!

    Right at the 2bn mark!
  9. Grats to you! Nice billy there, mate.

    (You'd better hope your 4 bytes doesn't fall into the 'undeclared variable' hole!)
  10. Quote:
    Originally Posted by MutantX_7 View Post
    I also used lvl 25's so that I could get as much defense at lvl 22 as I could. The lower level (25-30) recipe's are usually much cheaper then their higher level (30+) counterparts, however I've learned that for the 20-40 game, the lvl 25's work just fine.
    Which brings up another point. With the new super-sidekicking rules, we're seeing more top-level characters playing lower-level content, teaming up with lower level characters for specific TF's/SF's or arcs.

    Given this, I'm pondering whether it makes sense to have two builds - one for the 50+ content and one for SSK'ing in the lower level content. As shown by the example from the OP here, it'd be quite easy and cheap to put together a very effective SSK build consisting of lower level IO sets, yet also still be effective at 50th level. Thoughts on this?
  11. Quote:
    Originally Posted by Biospark View Post
    Its funny that you should mention a balanced build. I have started the gears moving on how to do my second team build as a more balanced build. It will not be about damage really, but I want to preserve the Draining strategy and some personal defense, at the same time as adding in all the team powers I will need...

    But my main thought on a team build would be to add pseudo control thru draining along with my heals and buffs. Depending on team makeup I could adjust strategies to heal more-drain less, or drain more-heal less.
    Yes, the concept you just described is exactly along the lines of what I was thinking when I mentioned a 'balanced' build.

    To accomplish this, I'd probably have to drop the leadership pool (there's 3 right there) and/or the Fitness pool (which I wonder if I'd really want to do given all the high endurance-using primary/secondary powers and knowing that Health might be a lifesaver in a combatant role), as well as swap out Power Mastery for Electrical Mastery at the epic level. I'd be curious to know which attack powers you see as becoming less used as you rise up the levels, particularly after you pick up the epic Electricity Mastery attacks. It may be possible to drop one of the lower-end electrical attacks if you already have a full and sufficiently flexible attack chain that includes the epic powers.
  12. Quote:
    Originally Posted by JuliusSeizure View Post
    Kinetic Combat triple-aspects are going for 50 mil redside, none for sale currently.

    Are these markedly cheaper for Heroes?
    Depends on what level.

    If you want the top of the line level 35 KC triple-aspect, it's currently going for 55m-60m blueside. But it's 15m-35m at level 34, 15m at level 33, and at or <5m at level 30 and below. The only catch is that it might to take a while (a week or two or even more) to fill a bid at a specific level with the low turnover, where putting spread bids across a few levels might make sense if you want to fill it more quickly.

    Note the OP's KC's are level 25, which are current going for about 5m.

    5m << 55-60m. That's thrift.

    (edited to add) Just checked redside. Level 35 at 50m-60m, level 34 at 10m-15m, and highly volatile (600k-15m) at level 25 and other levels 33 and below. Overall, about the same as blueside, maybe even cheaper with more lowball bids filling, but higher on the impatient bids.
  13. Grats! Now you've got the funds to do some serious building with those respecs you've still got!
  14. You should title it "How to Make More with Less".

    I see a lot of similarities in your build and IO sets with my scrapper's low-cost build, including the KC's, MS's, TotH and other IO sets which can be bought for a song and dance. I can't claim I spent only 100m - it was probably closer to 200m with the vast majority of the cost being for the 'luxury' of the three health uniques, the LotG +rech's and a small collection of 5 uniques/procs; the rest of it came very cheaply, partly by choosing the cheaper sets which still provided what I was looking for in the build. One nice thing about the cheaper IO sets is that they're very inexpensive to level upgrade as you level up, too. I've been careful to save the inf I've built up (now over 1b) for a (first and) final respec build, which in all honesty won't be all that much better than the build she has now, and may not even require most of the inf I've saved.

    Nice work.
  15. Quote:
    Originally Posted by Biospark View Post
    So if anyone ever asks you if the endurance drain strategy works. The answer is YES.
    No Endo means --> No MoG, no attacks, no holds, no sleeps, no NADA, zippo.

    Yeah Electric Blasts work fine.

    Till next time
    Thank you for confirming what I've heard so many others nay-say! Who knows, you may start a new blue renaissance!

    Great to hear how you're progressing. Kudos to you. I'm purposely hanging loose on my 50th level emp/elec's respec until reading your comments and seeing your build in the upper levels. Later, I'd be curious to read what you'd think would be the best 'balanced' build (dual empath party support and electrical blast offense combined), based on your solo experience.
  16. Quote:
    Originally Posted by Chaos_String View Post
    If you actually care about BM etiquette, dismiss your pets.
    Or just tell them to stand outside the area and stay there. A simple 'go to' or 'stay' command suffices, but like you, I wonder how many MM's even know that given the way they (actually don't) move their pets around.
  17. Physical perfection suits my DM/SD scrapper perfectly, as she had already chosen Focused Accuracy. With six toggles usually up (Focused Accuracy, Deflection, Battle Agility, Against All Odds, Combat Jumping and either Superspeed or Flight), it's a godsend. The Dark Melee set is a fairly high endurance-using set, particularly when nearly permahasted to get in the heavy hitting attacks like Midnight Grasp, Shadow Maul and Shield Charge more frequently. Although Dark Consumption in the DM set can restore some of the endurance, it's often situational and has a very long recharge time. At this point, there's no need to choose Conserve Power.

    Thumbs up for PP, it fits her build just right. The first slot got filled with the PS proc.
  18. Quote:
    Originally Posted by Jade_Dragon View Post
    Well, there's a difference between telling someone how to play, and telling someone they shouldn't play at all.

    OTOH, as I said, at least he gave the OP until the end of the mission.
    It'd been better, though, if the team leader did their job and scanned the players on their team roster *before* the start of the mission and deciding then and there if someone didn't fit their preferred team composition, rather than mid-mission.

    OTOH, I would never ask someone to leave a team because of their archetype or power set selections. Or, as someone else here mentioned, because of less than skillful play due to their being relatively new to the game and/or the archetype they are playing. Some combinations of archetypes/powers can turn out to be even more fun and interesting to play together.
  19. Quote:
    Originally Posted by Chaos Creator View Post
    There's your problem.

    Oh and my Bats/Tarps does +3x8 quite well.
    Just +3? (*snort*)
  20. Quote:
    Originally Posted by Rigel_Kent View Post
    My level 5 newbie kept getting pwned by level 19 Clockwork Princes while running from Atlas Park to Kings Row to meet my new contact.

    And then someone told me there's a train.
    (*Que Jimi's song, "Hear My Train A'Comin'")
  21. Moral of the story (devs aside): Check your toggles, always.
  22. Quote:
    Originally Posted by Hart View Post
    If you're redside, I probably ended up with it. These were up in the 80m range during the AE craze, and I mistakenly thought that both of my Earth/ doms could slot them in 3-4 powers because they have multiple AOE defense debuffs so I had 20m ish bids on everything from 10-20.. which filled post-nerf before I could pull 'em off.

    I think the price is actually dropping like a rock right now, so I wouldn't hold out for a high bid on those. I know I ended up with about 5 of em, which is apparently 3 more than I can use between two Earth/ doms =(
    Ah, hah! So you're the comp.

    All those 11.7m recipe bids between 13 and 19 came from my very first character (37th level rad/rad corrupter), but he has since withdrawn from the red-side AH proc market. Selling at 20m+ a piece (with the elsewhere high-turnover level 20's going for a lot more), for <12m cost, he picked up a quarter of a tea-cup (1/4 bn inf) in the process.

    This is one rare case of putting up spread bids across multiple levels knowing that only a few would fill per week could profit considerably, and it's (or was!) easy, logging in once every other day. Market experiment? Success this time!
  23. Quote:
    Originally Posted by Phoebe_Ponderas View Post
    Well, I came up for a build for both shielders...some snags though.

    I would have liked to fit in Shadow Maul but I can live without if I have to.
    I would be tempted to switch the Touch of Fear for the Shadow Maul (I didn't take ToF, although I can see how it would be very useful in some situations). Even though SM has a fairly long animation time, you'll almost always get two if not three enemies with it if you're in the thick of a mob. It's not AOE, for sure, but SM does serious damage once slotted up and makes picking off who's left with single-target attacks a lot easier. I worked 6-slotted SM as well as shield charge into the attack chain, with a lot of emphasis on the recharge speed (just short of permahaste) within the build so that these larger attacks can be used more frequently during a battle. For the tougher opponents, you still have the Midnight Grasp within your attack chain to pin them down.

    My scrapper's build looks a lot like yours, almost all the same powers with the combat jumping, except she chose the flight pool instead of the fighting pool, picking up the air superiority attack (slotted with five Focused Smites). Your superjumping (which I did not take although I took combat jumping for defense and mobility) provides just as well as flight for vertical combat mobility. She also chose hasten and superspeed (with a +stealth proc) to maximize attack power recharge time and lateral combat mobility, with SS being the fastest point-to-point short range tactical movement power.

    I'm studying your build pretty closely and will take note of comments by others here, who are more expert at this than I am. My scrapper has yet to do a respec (I've liked how she has performed at all levels so far), but she is due for one, not quite being softcapped in defense in most areas, probably her only weakness.

    In short, looking at your build, I'd try to find some way to work Shadow Maul into your build and attack chain. I'd also look at some way to work hasten and superspeed into your build, which would mean giving up one of your pool power sets (I mentioned the fighting set as the one I didn't pick, but this may mean not making the defense softcap, I'm not sure). Hasten does wonders to quicken and provide flexibility in the attack chain while superspeed allows the scrapper to quickly zip from one foe to the next without wasting time, as well as providing for some defense bonus.

    (Edited to add) I wouldn't worry too much about Grant Cover, unless you need (yet) another placeholder for a defense set and LotG recharge. As far forward as a DM/SD usually is, only the tanker or another scapper would benefit from it. More often than not, a DM/SD scapper will be even further forward than the tanker, pretty much alone "against all odds" in the midst of the mob.
  24. Quote:
    Originally Posted by Phoebe_Ponderas View Post
    How to choose how to choose...I've been derailing my own thread about Willpower to discuss it so I figure I'll start a new post about it and hope the title doesn't bork on me this time.

    My goal is fairly simple I think, all things considered (some people have insane goals...and meet them to. It's what I love about this game). I want to be able to solo a +8/+0 spawn. I'm fairly certain that any of these three builds could solo an AV so that doesn't really need to factor in (pretty much any soft-cap char with a way to stop regen or do enough dps can solo an AV afterall).
    Dark/Shield: Softcapped all positions except range, but only off by less than 2%. Has small AoE capabilities with Shield Charge (although only once or so per battle) and insane survivability with all the accuracy penalties it would give to targets. So more than likely this would be the hardest to kill.

    Dark/Shield: Hardest to kill of all three, great single-target chain
    As a fairly new player of six months, I have only seven characters and the DM/SD scrapper certainly exceeded expectations. No regrets at all about choosing this power set, with her capable of taking on both an AV and/or large clusters of mobs well above her level. Before super-sidekicking, she'd be the one who'd play at the lowest level if there weren't enough exemplars to go around.