Dark Melee + ???
Touch of Fear is a single target damage mitigation power. The only sort of single targets that have much shot at killing me are AVs. So I wouldn't have a reason to use it against anything less than an AV. And it doesn't help much at all against AVs themselves. So basically, once you have enough mitigation, Touch of Fear is just unnecessary baggage.
I hear that some people get some good use out of it while leveling up, and swear by it. Might be worth having, then dropping later when your mitigation gets good enough to not need it. Not sure.
"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
LOL.. TheHeat, that sudden death has indeed happened to me.
One minute Valkii is doing great, knocking heads and taking names, next minute she is in a crumbled heap on the ground wondering what in the bleeping blap happened
It is things like this that add spice and zing and flavor to the game though. It would be boring to never be defeated.
So don't wait for heroes, do it yourself
You've got the power
winners are losers
who got up and gave it just one more try
***Dennis DeYoung
So about how much recharge would i need to run SP - SL - Smite - MG? or possible Smite - SL - SM - MG seamlessly?
[ QUOTE ]
So about how much recharge would i need to run SP - SL - Smite - MG? or possible Smite - SL - SM - MG seamlessly?
[/ QUOTE ]
+245% and +128% in Midnight Grasp respectively.
However, those aren't the chains I recommend. For +235% recharge, you can do better DPS than your first chain while saving an attack with Smite -> Midnight Grasp -> Smite -> Siphon Life. And for the same +128% recharge, you can do better DPS than your second chain with Smite -> Shadow Punch -> Midnight Grasp -> Smite -> Shadow Punch -> Siphon Life.
That said, your second chain is actually a very good one it has an AoE and takes significantly less endurance that the chains I mentioned. You can also put the PvP -resist proc in Midnight Grasp to make up some of the DPS difference. I normally recommend against -resist procs in AoEs, but it's being used in a single-target chain here.
"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
AdjustedCastTime = (ROUNDUP( Casttime / 0.132)+1) * 0.132
smite=1.188
SL=2.112
MG=2.244
SP=1.056
((base recharge)/(required recharge)) - 1
To run SM>SL>SM>MG
MG need to recharge in 4.488
SL need to recharge in 4.62
Smite need to recharge in 2.112
So
Smite: 6/2.112-1=184%
SL:10/4.62-1=116%
MG: 15/4.488-1=234%
to run SP - SL - Smite - MG?
SP need to recharge in 5.54
Smite need to recharge in 5.412
SL needs to recharge in 4.488
MG needs to rechrage in 4.356
so
Smite: 6/5.412-1=10%
SL:10/4.488-1=123%
MG: 15/4.356-1=244%
SP doesn't need any rechrage.
[ QUOTE ]
So about how much recharge would i need to run SP - SL - Smite - MG? or possible Smite - SL - SM - MG seamlessly?
[/ QUOTE ]
SP has an Arcanatime of 1.056. Siphon has an Arcanatime of 2.112. Smite has an Arcanatime of 1.188. Midnight Grasp has an Arcanatime of 2.244.
SP>Smite>Siphon>MG would require 245% +recharge in Midnight Grasp to run seamlessly (recharge down to 4.356 secs). Shadow Punch wouldn't require anything (has to be under 5.544 secs). Smite would only require 11% (5.412 secs). Siphon Life would only require 123% (4.488 secs). It doesn't matter what order you use the attacks in, as long as the order remains constant, by the way. Smite>SP>MG>Siphon is identical to MG>Smite>Siphon>SP.
Smite>Siphon>Smite>MG only requires 235% in MG (4.488 secs). Smite requires 185% (2.112 secs). Siphon requires 117% (4.62 secs).
Smite>Siphon>Smite>MG is not only easier to slot for, it's also better damage. SP>Smite>Siphon>MG is 473.4 damage in 6.6 seconds (71.7 DPs). MG>Smite>Siphon>Smite is 506.4 damage in 6.732 seconds (75.22 DPS).
[ QUOTE ]
Hi all,
Just back to the game, don't want to hijack the thread but...Why no touch of fear? has there been some significant changes? I haven't played CoH in quite some time (like since issue 5)
Thanks
[/ QUOTE ]
It's a no damage, average animation time (1.32 sec), decent control with a nice debuff. The problem is that, if you're playing most Scrappers at the point that most Scrappers aim to play at (re: level 50, IO'd to the gills), it's not really all that great: it requires double stacking in order to maintain the effect and doesn't even stop all incoming damage. A long time ago (along with the GDN, iirc), the tohit debuff was also reduced so that now it's not even going to provide a nice big chunk of survivability on a target that isn't feared.
As I see it, it's a great and wonderful power for PvP (control and debuff) and a rather mediocre power for PvE (unless you're a DM/DA at which point you're an idiot for not taking it).