DB and Laser Beam Eyes
Are you talking about getting Laser Beam Eyes for -defense? Is it really any better than using Focused Accuracy or Targeting Drone?
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
FYI: Drones have like 25% defense to Ranged and Melee(But NOT to AoE). Meaning LBE will have just as much trouble hitting as your other powers.
Your better off getting FA IMO.
I should have mentioned that I'm also looking at team utility as I team 99% of time. So if I understand LBE it not only benefits me but also the rest of the team where as FA and TD would only help me. TD doesn't really fit though as I'm trying to keep conserve power but FA would allow me to not interrupt my chain.
Ablating Strike has a -defense component to it, doesn't it?
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
I'd go with Assault/Tactics instead of Medicine, the tohit buff is better than LBE's defense debuff, doesn't need to hit and will help the whole team.
AS does have a -def but it doesn't debuff as much as LBE does. Assault and Tactics is something I hadn't even thought of. With a radius of 60 it would fit an entire team unless you have a blaster that's trying to stay at max range. My only concern there would be the increased end. drain but it's definitely something to think about.
I was gonna say pick up foc acc and laser beam eyes and put the -res proc on laser beam eyes. But for team aid, assault and tactics is a way to go over the medic pool. And you have conserve power for when end becomes a problem. The recharge on it is decent with a little help from your recharge bonuses.
"All problems can be solved by throwing enough scrappers at it."
@Riez on Virtue, Protector, Champion, and Exalted server.
I'll second what has already been said. Don't waste time on Laser Beam Eyes in your attack chain. It will benefit your team more for you to actually put out some damage. If you're that concerned about helping the team hit, pick up Tactics and perhaps Assault. It works against all targets instead of just one. It can't be resisted by the bad guys. It won't kill your damage output.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
I'm a HUGE fan of LBE,
but a few people have already mentioned that it doesn't belong in your attack chain. They're right.
It is however very useful for catching that minion who ran away while you slew everything else, or even on a Hami raid for helping with the blue mitos.
A little bit of ranged potential is good.
More importantly, it's range is around what a Blasters snipe is (and much better than anything Ice/ has), which opens a world of possibilities for pulling foes (ie on ITFs, or even STFs)
And heck, there are bragging rights associated with being able to do nice, clean pulls better than the blaster.
And it looks cool, very cool.,
Where I can, I always include it on my scrappers, but it's a 'nice' power, not a must have.
Assault could be a better option, but only as it doesn't need extra slots, but if you have spare slots, go LBE
PS - FA sucks, you should be fine with the Kismet unique and the 30% +Acc you have, but I'd also suggest a few Kinetic Combat IO sets, sure you're giving up a little recharge, but you could cap your Smash?lethal def that way.
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More importantly, it's range is around what a Blasters snipe is (and much better than anything Ice/ has), which opens a world of possibilities for pulling foes (ie on ITFs, or even STFs)
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LBE has a range of 80 feet according to City of Data. The first two attacks in Ice have a range of 80 feet (although the rest of Ice does seem to have more shorter-ranged attacks than most Blaster sets). Most Snipes have a range of 150 feet. LBE's range is better than the 40 foot range on Focus or Hurl, though.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
[ QUOTE ]
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More importantly, it's range is around what a Blasters snipe is (and much better than anything Ice/ has), which opens a world of possibilities for pulling foes (ie on ITFs, or even STFs)
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LBE has a range of 80 feet according to City of Data. The first two attacks in Ice have a range of 80 feet (although the rest of Ice does seem to have more shorter-ranged attacks than most Blaster sets). Most Snipes have a range of 150 feet. LBE's range is better than the 40 foot range on Focus or Hurl, though.
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Have there been changes?
A while back, I was on an ITF, with an Ice Blaster, and I'm enjoying the wonders of LBE, using it to aggro left and right, so that our AoE heavy team was never short of Targets, and basically flabbergasted by its range. So i open up the in game info and check its range, (which I'm sure I remember being three digits, but . . . ) So I ask the (very expensive) Ice Blaster on the team how the range of LBE compared, only to find it was longer than anything he was packing.
Now honestly, I don't remember the exact numbers on the range, or how it was slotted (though I think it was Decimations for their Recharge) as the scrapper in question has since respecced it out, but am still pretty sure it was over 100ft.
What I do remember clearly, is the shock that mine was the superior range, and therefore being the one asked to pull Rommy and Requiem, and doing it very cleanly.
(And therefore doing exactly the same on every subsequent ITF, and most of them being, very, very clean pulls)
So yeah, I may be wrong on the numbers, but for sheer versatility on what is generally a Melee style AT, it Rawks!
[ QUOTE ]
I'm a HUGE fan of LBE,
but a few people have already mentioned that it doesn't belong in your attack chain. They're right.
It is however very useful for catching that minion who ran away while you slew everything else, or even on a Hami raid for helping with the blue mitos.
A little bit of ranged potential is good.
[/ QUOTE ]
Oh, I HAVE Laser Beam Eyes on both of my mains. I mean, come on, you shoot frickin' laser beams... out of your EYES. And I use it regularly. I just don't stick it in my attack chain.
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
Well I did my respec last night and I ended up just keeping the medicine line for the extra survivability. I can always use my second spec and include LBE. I guess for now I'll just have to suffer through the screen full of deflected messages or roll up a fire or DM scrapper. As for capping my DF, I don't really plan to ever try to solo AVs are do the RWZ challenge so I guess I don't see the benefit of capping defenses as opposed to an attack chain that I don't need to wait for an ability to recharge.
Hello all. Below is the build that I'm working on finishing up and while I love DB, I'm getting really tired of running ITF or fighting Rikti drones and all I see is a screen full of deflected messages. I was thinking of dropping medicine and picking up laser beam eyes and then one other random power, maybe stealth? Any thoughts on if this would be a smart move is appreciated. The only thing is it would disrupt my normal BF > AV chain.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Silent Sting: Level 50 Natural Scrapper
Primary Power Set: Dual Blades
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Power Slice -- KntkC'bat-Acc/Dmg(A)
Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(15), Aegis-ResDam/Rchg(15), Aegis-ResDam(36)
Level 2: Ablating Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5), Achilles-ResDeb%(45)
Level 4: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(31), Dct'dW-Rchg(31)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(7), Zephyr-Travel/EndRdx(7), Ksmt-ToHit+(36)
Level 8: Blinding Feint -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Dmg/EndRdx/Rchg(46), RechRdx-I(46)
Level 10: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(36)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(42)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam(17), RctvArm-EndRdx(34)
Level 18: Vengeful Slice -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(19), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(21), Mako-Acc/EndRdx/Rchg(45)
Level 20: Health -- Numna-Heal/EndRdx(A), Numna-Heal(25), Numna-Regen/Rcvry+(25), Mrcl-Heal(33), Mrcl-Rcvry+(33), RgnTis-Regen+(33)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(31)
Level 24: Resist Elements -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(39)
Level 26: Sweeping Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), M'Strk-Acc/EndRdx(34)
Level 28: Invincibility -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-Def/Rchg(46)
Level 30: Resist Energies -- ImpArm-ResDam/Rchg(A), ImpArm-ResDam(50), ImpArm-ResDam/EndRdx(50)
Level 32: Kick -- KntkC'bat-Acc/Dmg(A)
Level 35: Tough Hide -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(43), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(45)
Level 38: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-ResDam(40)
Level 41: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43)
Level 44: Stimulant -- IntRdx-I(A)
Level 47: Aid Self -- IntRdx-I(A), IntRdx-I(48), Numna-Heal/EndRdx(48), Numna-Heal/Rchg(48), Numna-Heal(50)
Level 49: Conserve Power -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
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[u]Set Bonus Totals:[u]<ul type="square">[*]9% DamageBuff(Smashing)[*]9% DamageBuff(Lethal)[*]9% DamageBuff(Fire)[*]9% DamageBuff(Cold)[*]9% DamageBuff(Energy)[*]9% DamageBuff(Negative)[*]9% DamageBuff(Toxic)[*]9% DamageBuff(Psionic)[*]8% Defense(Smashing)[*]8% Defense(Lethal)[*]7.69% Defense(Fire)[*]7.69% Defense(Cold)[*]11.1% Defense(Energy)[*]11.1% Defense(Negative)[*]4.88% Defense(Psionic)[*]5.5% Defense(Melee)[*]11.8% Defense(Ranged)[*]7.69% Defense(AoE)[*]4% Enhancement(Heal)[*]32.5% Enhancement(RechargeTime)[*]30% Enhancement(Accuracy)[*]5% FlySpeed[*]120.5 HP (9%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Immobilize) 15.4%[*]MezResist(Stun) 2.2%[*]MezResist(Terrorized) 2.2%[*]7.5% (0.13 End/sec) Recovery[*]24% (1.34 HP/sec) Regeneration[*]5.04% Resistance(Fire)[*]5.04% Resistance(Cold)[*]10% RunSpeed[/list]
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