-
Posts
18 -
Joined
-
yup, i found it a bit weak until getting integration, but once that's locked in you have a pretty decent regen rate that helps keeps you up and running from mob to mob like a looney. dull pain helps a lot when you get in over your head due to the boost to overall HP, it's essentially like having a resistance to all. takes a while to recharge though.
and as soon as focus becomes available in the claws set, get it! it's a damn powerful attack, has a reasonable range (for a scrapper, it'd be poor for a blaster) and knockdown. marvellous -
[ QUOTE ]
Get Focus above anything else.
[/ QUOTE ]
my claws/regen would have to agree with that. if you have a freespec floating around on the toon you may wanna play with that to get dull pain in and get focus asap. ranged attack with knockdown, reasonable recharge and the second most powerful attack in the set if memory serves. it's worth it for the knockdown on runners alone though.
mmmm, focus. -
[ QUOTE ]
Is it me or did someone just **** in here?
i say that cos all your how to get by without taunt so far offers no one any potentially nigh on guaranteed safety and i like potentially nigh on guaranteed safety.
[/ QUOTE ]
aye, but as i said in my question it's for duoing not regular teaming, so i'm wondering if that difference means that i'd be more use scranking as i only have one aggro target to worry about rather than building for pure tanking when little aggro management is required. -
to pose a similar, but slightly different question to the original...
i'm planning to be rolling an ice/ice tank to duo with an ice/ice blaster in the near future. obviously i plan on grabbing chilling embrace, but do people think that taunt would be particularly valuable in such a team? throwing it into the mix at the earliest oppourtunity has me expecting to get my second damage dealing power by level 18. i know that i'm not there to throw the hurt around, but that seems like i won't be carrying my weight much.
obviously a spread-out team tackling a few spawns simultaneously after everything goes to hell needs a tank who can taunt to try and pull everything into order, but if we're likely standing shoulder to shoulder as he blapps and i tank can i be confident that punchvoke and CE will see us through and keep the aggro on me? -
[ QUOTE ]
Concealment
Stealth - 2.9% defence, also decreases your run speed by quite a lot
[/ QUOTE ]
sherk silver's planner has that as 1.875 defence for a scrapper, which gets halved when you attack and end usage of 0.3203. really doesn't seem worth getting imho. much better return from maneuvers with a fixed 1.63% base buff at 0.4 end. not a good return mind, just a better onephase shift would give you a good panic button, it won't help with actual combat though.
and the speed pool doesn't have any +def anymore
as you've talked about wanting defence boosts if the tank dies then you'd do well to aim to get vengeance. clicky when someone carks it and as a scrapper you'll cast a 19.5% unenhanced defence buff going up to 23.4% with 3 SOs and also a heal, acc, dmg and status resist buffs. and that can effect your whole team, so the enemies should go down faster. -
i'd say do everything you can to get it at 18 when it unlocks. it has made such a difference to the game for me since unlocking it. it's second only to integration as an important power to me. good damage, reasonable recharge rate, knockdown, and fair range. it's marvellous
-
[ QUOTE ]
I am an impatient cuss and am looking for early effectivenes in this character
[/ QUOTE ]
a regen scrapper is a little gimpish until level 16 and integration. before then you have a couple of clicky heals and fast healing but you can still be very squishy compared to "normal" defensive sets who get some sheilds early on. you just need a few big hits quickly whilst your heals are charging and you're in trouble. i'm not saying that it's terrible at lower levels, but it's not the most satisfying of sets.
then you get integration at 16 and it's like a different game3 slot it with heals at 17 and you are regenning pretty damn well and have great status protection.
i don't want to sound negative about regen here, i just want to impress upon you the importance of getting it up to level 16 before deciding it's not for you. -
heh, lvl 16 is really the first level where you become a real regen scrapper
combat jumping is something like a 2-3% defence boost so slotting it gains you virtually nothing, but it's worth leaving it running in scraps if you aren't having any end problems just for that extra bit of damage mitigation.
the general concensus on health is that it is not essential, it adds less the your fast healing power does and so won't make a huge difference. like combat jump, it's okay if you can fit it in easily, but it's not a priority if there are other powers you fancy.
it is worth mentioning that hurdle & combat jumping are almost like a mini travel power when combined making it very quick to travel from mob to mob without having to toggle back to super jump and obviously has a much lower end drain. -
as you're aware, many of the kinetic powers work best in melee range. you'd probably do well to set up a bind saying that you're about to fulcrum shift in a few seconds so that back-line toons know to cram in around you for it.
-
you don't have to take sj, just two of jump kick, cj and sj, so you could add a little bit of damage potential in there too. might be useful for the kineticist as they need to be in the fray anyhow.
-
the problem with comparing 2 different set though is that it's not as simple as how much damage does an attack do. the devs have talked about maintaining a balance between damage, recharge time, activation time and end usage. ergo one attack may be available more often than the other and so the simple value of damage per attack is misleading.
additionally i believe that lots of things have energy res whereas few have psi in the higher levels, so this may also skew the results so a psi defender doesn't inflict huge amounts of damage compared to a highly resisted energy based blast or assault rifle with their s/l damage only etc. -
[ QUOTE ]
Of course if most of your team is already shielded chances are your rate is already suffering so adding you probably won't make a huge difference
[/ QUOTE ]
dunno, having had a mate's singularity park itself right on top of me in CoH and seen my framerate plummet compared to when they were just floating around it may have that effect. however, there would still be a good argument for them to just turn the settings down on their box rather than gimp themselves and their team. -
[ QUOTE ]
... the drones are being replaced with skutters from Red Dwarf...
[/ QUOTE ]
/rolls a robotics mm -
not as much damage as a brute with high fury, but a fair bit of damage from a standing start. and not as much pure damage as a blaster, but with buffs and debuffs to potentially out blast them (in a solo/clunkily balanced team situation at least)
[ QUOTE ]
careen wrote:
snicker
[/ QUOTE ]
marathon
:b -
blasting sets tend to have two pretty quick recharging, lowish damage attacks and a bunch of other bits and bobs that are more situational, so that's the case for everyone. my CoH blaster found that snipe can become useable mid-combat in team situations though.
what are you comparing the damage output to? other sets being used by corruptors, or are you looking at the figures from blasters in CoH? cos we aint as powerful as them, but we have the defensive secondaries to boost our potential one way or another.
also, when comparing attacks in different pools you do need to take account of any secondary effects. fire for example pretty much just does damage, so you can expect it to do a lot of damage per hit. dark, like rad or ice, has debuffing, so whilst there is less pain it's balanced against something else. and look at recharge times, activation times and end cost too. dunno if things have changed recently, but radiation's first blast was able to cause the most constant damage of any single attack in the game because despite being low it fires sooooo regulary and doesn't drain end.
unfortuantely /dark is a very defensive set. something like /kin or/rad would allow your attacks to do more. -
you don't want to teleport foe as it casts a debuff pbaoe on the foe, so you want to aim for the guy right in the middle of the mob.
-
there's not much of value you can do for assault beside end recutions, but tactics accepts to hit enhancements which'll aid the accuracy. seems very valuable as you get more tier 1 minions and they drop in level.
medicine strikes me as potentialful. you may want to put interupt reduction enhancements in though so make it more reliable.
as for the idea of dropping your travel power whilst considering opening the fighting pool, you may free up a couple of power slots but it'd make the game hateful to play. ugh. kineticists can get away without a travel pool, but for anyone else it's going to be slow boring work slogging around maps. i'm planning to have my mm fly for the simple advantage of staying well clear of melee range in combat. -
[ QUOTE ]
I say! My dear $target, you would appear to have raised my ire. Excuse hands.
Appeals for some reason. Raffles, the gentleman Brute
[/ QUOTE ]
what an absolutely spiffing idea old chap.