the old warrior returns


bAss_ackwards

 

Posted

Caution Shamless Narcissism Below

In his tomb, slowly he awakens...
The night surrounding the graveyard is alive with waling of sirens... A scream splits the night air causing the hairs on the back of his neck to stand.
In his heart he feels a pull, a desire to dive into the night and destroy the evil, to seek the source of the scream . . . and to return the fear . . . the fear to the one who caused it.
The sword lies atop of him. It is clean, shining bright. Just like that day over three years ago when the sword was laid to rest on his chest.
Another scream, then a shot... is it time?
Has the world darkened enough? Enough to allow his kind of justice?
He awakens... The World has no choice...
Nothing Sacred is AWAKE!!!

Hey all, I have been away for over three years now, goin to play for a little while. I have several scrappers with a BS/invuln being my main I left like around I6 and was wondering what the big changes were. Any good guides out there recent or treads I should read.

My toons are
50 BS/Invuln
21 Dark/Dark
34 Dark/Regen

Thanks All


 

Posted

Welcome back! I would definitely look through the forum and read about invulnerability changes. I don't really know too much on which guides to read lol. What server are do you play on?


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Protector is where my main is


 

Posted

Welcome back!

Lots of big changes have occured.

Scrappers now have Dual Blades, Fiery Melee, Electric Melee, as well as /willpower /fire /electric and /shield secondaries.

There's Invention Origin Sets and the Mission Architect as well.

And some of us can even solo AV's now, some two at once, and one has soloed the ITF.


 

Posted

Quote:
Originally Posted by GibsonMcCoy View Post

And some of us can even solo AV's now, some two at once, and one has soloed the ITF.
Nihili soloed 9 AVs at once


 

Posted

Some things you will enjoy on your characters listed:

Weapon sets have had their awkward pauses at the end of their animations trimmed, so they animate faster now and you can use another power soon after you swing on your Broadsword. I loved my Broadsword characters after this change. Doing an attack chain is just so much more fluid.

Invulnerability got some buffs to it too, including higher resistances for its passive powers. Where you may remember it was decent before, it shines now. That set went from "never played" to "one of my favorites" in the tweaks it has received.

Dark Melee got its Midnight Grasp damage front loaded, so now you've got a big burst attack on the set. Siphon Life got a damage boost so now it is great attack too. I absolutely love the set after the buffs and where Siphon Life wasn't part of the attack chain back then, it very much is now.

Go explore the new sets that have been ported over as well as the completely new sets that made their way to us. It's a good time to be a Scrapper.


Playstation 3 - XBox 360 - Wii - PSP

Remember kids, crack is whack!

Samuel_Tow: Your avatar is... I think I like it

 

Posted

For your BS/inv I suggest having a look at my guide (it's Kat/Inv, but Katana and BS are basically equivalent sets) as well as Call_Me_Awesome's Invulnerability guides.

For Dark/Dark I'd say the best and most up-to-date guide will be Desmodos'.

Anything regarding Regen, ask Umbral or Werner.


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

Thanks all, I am curious about this soloing AV's. Did the sets get that big of a boost or did the AV's get a nerf. Thanks for the list of guides. I may have to respec if the passives are better now. Before i didn't take them till the last 3 powers or so.


 

Posted

Quote:
Originally Posted by DaveMebs View Post
Nihili soloed 9 AVs at once
Yep, forgot to post that. I was posting while about to run out the door for work.


 

Posted

Quote:
Originally Posted by myname72004 View Post
Thanks all, I am curious about this soloing AV's. Did the sets get that big of a boost or did the AV's get a nerf. Thanks for the list of guides. I may have to respec if the passives are better now. Before i didn't take them till the last 3 powers or so.
AVs were actually buffed (with ED?), can't remember when but they were given quite high regeneration. Sets didn't either get a that big boost. It's more about the new enhancements we have.

If you're willing to spend loads of influence on Inventions you can multiply your characters power drastically.


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

Wow ok so I need to look into some invention guides I guess.


 

Posted

Quote:
Originally Posted by GibsonMcCoy View Post
some of us can even solo AV's now, some two at once, and one has soloed the ITF.
Quote:
Originally Posted by DaveMebs View Post
Nihili soloed 9 AVs at once
Quote:
Originally Posted by myname72004 View Post
I am curious about this soloing AV's. Did the sets get that big of a boost or did the AV's get a nerf.
Before you start thinking that we're that overpowered... we're even MORE overpowered than you're thinking, because this is all being done without using temporary powers or inspirations. The ITF is a task force, and was done with no temps, no inspirations and no deaths. Top end power levels have climbed significantly due to some set boosts, but probably more so due to the careful application of invention origin enhancements. (Edit: Regular power levels are up since I6, but not nearly to the extent that top end power levels are. So many people's experience with the game remains very similar to before. Many players still haven't gotten the memo about what top end builds can do, so you'll see occasional stories of, say, an AV-obliterating scrapper being refused a team invite because "sorry, Regens die too much" or what not.)

Quote:
Originally Posted by myname72004 View Post
I left like around I6 and was wondering what the big changes were.
OK, let's see what we have since I6 for Scrappers, and I'm sure I'm missing a lot:
  • Defense mechanics changed - defense is now pretty reliable against most enemies you'll face (the magic number is 45%... as you approach it, things get better and better, and improvements drop off quickly when you exceed it)
  • Weapon sets now affected by redraw, but are faster when you already have the weapon out
  • Many sets have been buffed
  • Tons of new costume options
  • Veteran rewards (mostly quality of life benefits)
  • Scrapper sets very nicely balanced after all the changes, a great variety of combinations are being played
  • Fautline completely changed (now worth playing in)
  • Hollows fairly changed (now worth playing in)
  • Radio missions added (talk to detective in zone to get radio for endless random missions)
  • Safeguard missions (every X number of radio missions, kind of non-stop timed carnage with objectives to add time to the clock)
  • Temporary travel powers at low level from running Safeguards
  • Invention Origin enhancements (sets of these add tiny global bonuses that can really add up in a well-designed build, recipes for each require salvage drops to craft)
  • Can now transfer large sums of influence rather than 99,999 at a time
  • Wentworths allows you to buy and sell enhancements, recipes and salvage
  • Rikti Crash Site has become the Rikti War Zone (can join Vanguard and fight against them)
  • Ouroboros allows you to repeat old missions and arcs, or do them for the first time even if you don't have the contacts
  • Dual Blades, Fiery Melee and Electric Melee primaries
  • Willpower, Fiery Aura, Electric Armor and Shield Defense secondaries
  • Weapon customization in the character creator and at the tailor
  • Cimerora (Because you wanted to fight a bunch of defense debuffing Romans with enough power to take down modern superheroes, right? That said, rather pretty, and more fun than it sounds.)
  • Lots of places where you can see the actual numbers used by the game instead of just "it's fast and does moderate damage"
  • Day jobs (minor buffs depending on where you log off and for how long)
  • Second builds (can have two completely-different builds for the character, and switch back and forth, though only at the level up people, and I think there's a timer?)
  • Leveling pacts (all XP shared between two characters)
  • Spendable merits replaced the task force completion drops and the like
  • PvP nuked from orbit (It was the only way for them to be sure! Now works completely differently from PvE. Reported to be intended to make it more newbie friendly and better even out the playing field. Reportedly instead just drove away a large number of current PvPers without pulling in anyone new.)
  • You can disable experience points if you want to park yourself at a level for a while
  • Mission Architect (write your own missions and arcs)
  • Customize the colors of many or most power sets
  • Mission difficulty VERY customizable, from facing a normal-sized spawn of -1 enemies with no bosses or AVs to facing a spawn of +4 enemies sized for an entire team of 8, with all bosses and AVs included. Some top end scrappers routinely mission on +4x8 with bosses.
  • Sidekicking on teams now automatic, everyone set to the level of the mission owner (if higher) or level-1 (if lower). Annoying during invasions, and I so rarely team that I can't report how it plays out in the normal game.
  • Mids' Hero Designer won the hero designer wars. Simply everyone is using it.

Basically, I think it's just all a lot more balanced, but at a somewhat higher level of power, and it's just more fun. There are a lot more reasons to and rewards for playing your 50s, which suits me nicely.


"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

 

Posted

Quote:
Originally Posted by myname72004 View Post
Hey all, I have been away for over three years now, goin to play for a little while. I have several scrappers with a BS/invuln being my main I left like around I6 and was wondering what the big changes were. Any good guides out there recent or treads I should read.

My toons are
50 BS/Invuln
21 Dark/Dark
34 Dark/Regen

Thanks All
Well, depending on just when you left you may, or may not be aware of ED (enhancement diversification) that hit with issue 6... the thumbnail description is that slotting more than 3 of a given type of SO into a power is worthless due to enhancement values being severely reduced after a certain point. Back in the old days it was common practice to slot attacks with 1 accuracy and 5 damage... that simply doesn't work anymore.

A quickie example of ED.
One (even level) damage SO in an attack boosts that attack's damage by 33%. Add a second and you get another 33% increase, bringing it to 66% total as you would expect. However, adding a third, which used to bring it to 99% now, because of ED, only takes your damage to ~95% (so it's slightly degraded). If you were to add a fourth damage SO to that attack you would only get ~5% enhancement out of it instead of the 33% that it normally gives... that's why it's a waste to slot that way anymore.

Fairly common SO attack slotting nowadays would be 1-2 accuracy/3 damage/1-2 recharge/0-1 endurance reduction.

I apologize if you're already familiar with this, but it tends to surprise a lot of old players who're just returning.

As Werner mentioned issue 7 completely changed the rules for defense; the whole thing gets pretty complex but in practical terms there's now a "soft cap" for defense which is the point where you're reducing the enemy's chance to hit you as low as you can. That point is 45%; except in rare situations where enemies have tohit buffs (Nemesis hopped up on Vengeance or Devouring Earth with their Quartz buff pets) having a higher amount of defense is pointless. Against minions a character with 45% defense is going to avoid 95% of all attacks, minions will only have a 5% chance to hit. LT's and Bosses have slightly higher chances, I don't have the figures in front of me right now but I think Bosses would have roughly a 7.5% chance and LT's would be between Minions & Bosses.

In practical terms if you have 45% defense you're probably nearly unkillable. You may or may not be aware that there are different kinds of defense too, you have typed defense (works against specific kinds of damage like smash/lethal, energy/negative, fire/cold etc.) and positional defense (works against positional attacks like Melee, Ranged or AOE). These defense types do NOT stack with one another, the game uses the highest defense you have that applies to an attack.

The Invention system that was introduced in issue 9 had an extreme impact on player ability, it's way too complex to go into in this response but it allows for some rather extreme power levels and lets us pull off some seriously crazy things. Nothing in the game was made harder though, so you'll still be able to play through nearly anything in the game even on straight SO enhancements. A good IO build however can be as tough as we were back in issue 3-4.

Although they were written for Tankers my Invuln guides, particularly the soft cap guide will roughly apply for the Invuln scrapper as well. Scrapper numbers are 25% less than tankers but the basics apply.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Alright!!! I miss the days of being a invuln scrapper and almost being unkillable. Guess i will have to start farming for these I/O enhancements. I do rememeber the ED but that is around when I was leaving.

Is there anywhere I should be looking for the I/O's or do I just need tons of influence, cause i think I gave most of it away when i left last time.


 

Posted

Well Inventions are earned in three ways, pretty much. The first is killing stuff. Mobs you slay drop Pool A IO recipes, which have a pretty eclectic mix of crap and awesome. Completing a mission has a 10% chance to award a recipe from Pool B, which is rares only and another mix of awesome and notsome, slightly biased towards "notsome." Earning Merits (untradable salvage things) lets you buy Pool-C/D (used to be TF/Trial pools, they got merged) recipes at Merit Vendors which are clearly marked on your maps. Pool C has some of the best IOs in the game in it, but most of it's pretty meh things like immobilizes and snipes.

Honestly, the best place to look up what exactly IOs are and how impressive they can make you is www.paragonwiki.com. Lots of good info and much more elaborate than we can be here.



The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants. It is a natural manure. -Thomas Jefferson

Read the Patriot newsletter. It's right, it's free.

 

Posted

Also, as Werner indicated, go to www.cohplanner.com and download Mids. It's what we all use to tweak and review builds.


 

Posted

Hey yall,

I took your advice and got mids, and think i came up with the build I want. I Don't have any I/O's yet so all my slotting is for SO enhancements.

How does this build work. It follows pretty close to the guides I saw, but I am not sure on the slotting.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Nothing Sacred: Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting

Hero Profile:
Level 1: Hack -- Acc(A), Dmg(3), Dmg(11), Dmg(15), RechRdx(40), EndRdx(40)
Level 1: Resist Physical Damage -- ResDam(A), ResDam(50), ResDam(50)
Level 2: Slice -- Acc(A), Dmg(3), Dmg(11), Dmg(15), RechRdx(40), EndRdx(46)
Level 4: Temp Invulnerability -- ResDam(A), ResDam(5), ResDam(5), EndRdx(13)
Level 6: Dull Pain -- RechRdx(A), RechRdx(7), RechRdx(7), Heal(13), Heal(37), Heal(37)
Level 8: Parry -- Acc(A), Dmg(9), Dmg(9), DefBuff(37), RechRdx(43), EndRdx(46)
Level 10: Swift -- Run(A)
Level 12: Combat Jumping -- DefBuff(A)
Level 14: Super Jump -- Jump(A)
Level 16: Unyielding -- ResDam(A), ResDam(17), ResDam(17), EndRdx(31)
Level 18: Health -- Heal(A), Heal(19), Heal(19)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Build Up -- RechRdx(A), RechRdx(23), RechRdx(23)
Level 24: Whirling Sword -- Acc(A), Dmg(25), Dmg(25), Dmg(45), RechRdx(46), EndRdx(48)
Level 26: Disembowel -- Acc(A), Dmg(27), Dmg(27), Dmg(31), RechRdx(34), EndRdx(36)
Level 28: Invincibility -- DefBuff(A), DefBuff(29), DefBuff(29), EndRdx(31)
Level 30: Kick -- Acc(A)
Level 32: Head Splitter -- Acc(A), Dmg(33), Dmg(33), Dmg(33), RechRdx(34), EndRdx(34)
Level 35: Tough Hide -- DefBuff(A), DefBuff(36), DefBuff(36)
Level 38: Tough -- ResDam(A), ResDam(39), ResDam(39), EndRdx(39), EndRdx(43)
Level 41: Weave -- DefBuff(A), DefBuff(42), DefBuff(42), RechRdx(42), RechRdx(43)
Level 44: Resist Energies -- ResDam(A), ResDam(45), ResDam(45)
Level 47: Resist Elements -- ResDam(A), ResDam(48), ResDam(48)
Level 49: Unstoppable -- RechRdx(A), RechRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Critical Hit



Thanks all


 

Posted

Overall fairly solid, I've a few comments interspersed.

Quote:
Originally Posted by myname72004 View Post
Hey yall,

I took your advice and got mids, and think i came up with the build I want. I Don't have any I/O's yet so all my slotting is for SO enhancements.

How does this build work. It follows pretty close to the guides I saw, but I am not sure on the slotting.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Nothing Sacred: Level 50 Magic Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting

Hero Profile:
Level 1: Hack -- Acc(A), Dmg(3), Dmg(11), Dmg(15), RechRdx(40), EndRdx(40)
Level 1: Resist Physical Damage -- ResDam(A), ResDam(50), ResDam(50)
Level 2: Slice -- Acc(A), Dmg(3), Dmg(11), Dmg(15), RechRdx(40), EndRdx(46)
Level 4: Temp Invulnerability -- ResDam(A), ResDam(5), ResDam(5), EndRdx(13)
Level 6: Dull Pain -- RechRdx(A), RechRdx(7), RechRdx(7), Heal(13), Heal(37), Heal(37)
Level 8: Parry -- Acc(A), Dmg(9), Dmg(9), DefBuff(37), RechRdx(43), EndRdx(46)
Level 10: Swift -- Run(A)
I'd slot a second Acc into Parry personally, this is something you really want to hit. Out of the box it more than double stacks and it's pretty cheap endurance wise, I'd probably pull the endred and toss another Accuracy in. On my BS/Regen I put Parry on auto and just let it fill in any gaps in the chain.

Also, Hurdle stacks much better with jumping, adding considerable jump speed and distance. It doesn't add much height, but the speed and distance is very noticeable. The only characters I get Swift on are Stone tankers; for everyone else I've found Hurdle more useful.

Quote:
Level 12: Combat Jumping -- DefBuff(A)
Level 14: Super Jump -- Jump(A)
Level 16: Unyielding -- ResDam(A), ResDam(17), ResDam(17), EndRdx(31)
Level 18: Health -- Heal(A), Heal(19), Heal(19)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Build Up -- RechRdx(A), RechRdx(23), RechRdx(23)
Level 24: Whirling Sword -- Acc(A), Dmg(25), Dmg(25), Dmg(45), RechRdx(46), EndRdx(48)
Level 26: Disembowel -- Acc(A), Dmg(27), Dmg(27), Dmg(31), RechRdx(34), EndRdx(36)
Level 28: Invincibility -- DefBuff(A), DefBuff(29), DefBuff(29), EndRdx(31)
Level 30: Kick -- Acc(A)
Level 32: Head Splitter -- Acc(A), Dmg(33), Dmg(33), Dmg(33), RechRdx(34), EndRdx(34)
Level 35: Tough Hide -- DefBuff(A), DefBuff(36), DefBuff(36)
Level 38: Tough -- ResDam(A), ResDam(39), ResDam(39), EndRdx(39), EndRdx(43)
Level 41: Weave -- DefBuff(A), DefBuff(42), DefBuff(42), RechRdx(42), RechRdx(43)
Level 44: Resist Energies -- ResDam(A), ResDam(45), ResDam(45)
Level 47: Resist Elements -- ResDam(A), ResDam(48), ResDam(48)
Level 49: Unstoppable -- RechRdx(A), RechRdx(50)
I do somewhat question the usefulness of Res Energies & Res Elements, particularly Elements. Even with the tanker numbers Res Elements is certainly the most skippable power in the entire set. I do have Res Energies at 49 on my tanker, but it's there more as an IO set "mule" than any need for the power itself.

On my Invuln tanker before IO's I took the Medicine pool for Stimulant/Aid Self in place of the resist passives; slotted Aid Self is a 40% heal available every 15-20 seconds depending on slotting. My preferred slotting was 3 heal/2 interrupt reduction/1 recharge on Aid Self. With a little practice it was a reliable battlefield heal.

Oh, just noticed the Weave slotting... I assume you wanted 2 ENDURANCE reduction, not two RECHARGE reduction slotted there?

Other than the above tweaks I didn't see any major flaws in the build. Once you start looking towards a Set IO build things will change but this will work as an SO build. Oh, one more minor thing, if you're planning on using the prerequisite attack for Fighting then Boxing is a better choice than Kick... Kick has knockback. Both will put your sword away so there's no advantage there.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Only thing I'd want to change in that build would be swapping Unstoppable for Conserve Power because you might have some endurance problems in extended fights and in most situations a couple of purple insps will cover you as well as Unstoppable would. Overall looks like a good build to play with.


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein