Kinetic Melee for a Scrapper, how does it look ?
Let's not forget that shockwave is a T9 power and also has KB
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Shockwave > Repulsing Torrent
The Melee Teaming Guide for Melee Mans
as it should be
I don't even think RT needs to be AS good as shockwave, just not as bad as it is now - it is inferior to shockwave in 4-5 different ways:
Slower cast time
Less damage
Narrower cone
Unreliable KB (80% vs shockwaves 100%)
More knockback (mag 3.6 kb vs shockwaves 1.5 or so - don't have exact numbers in front of me right now)
The only debatable point is the last item, on the other 4 RT clearly comes out far behind shockwave. I don't see why it has to suck on so MANY accounts - it isn't like KM gets a lot of other AE. Heck - RT doesn't even get any of the special features all the other KM attacks get - it doesn't debuff damage and it doesn't give you a damage buff when power siphon is active.
Seriously, every time I look at repulsing torrent I have to wonder WTF the devs where thinking - as a control power, it is unreliable. As a damage power, it sucks. It does't get any of the standard secondary abilities that KM attacks get.
Give me 100% KB even if you have to reduce the damage and I might take it, although a wider cone would be preferable as well. Give me more damage, even if you have to reduce the KB chance and I might take it. In the first case it would then be a reliable control power, in the second it would at least do decent damage, in which case I would count the KB as a bonus.
Globals: @Midnight Mystique/@Magik13
T9 baby
Can't have it all can we now
What are everyone's levels and opinions nowadays?
At level 11 (ha), I am going to need a post-levelling respec. I still don't have my ranged toggle, so fighting Clockwork is painful.
I've just been soloing the story arcs so far. How is team-play?
I took Hasten to try to get my TO-slotted Power Siphon back more often, and it still doesn't seem right...
I'm /Shield. Still too early to say how it actually performs, so I was hoping to hear from some higher levelled players.
Thanks for eight fun years, Paragon.
At 28, I like it, although it doesn't perform as high as I expected, as I mistakenly assumed there wasn't any hard cap on the number of siphon stacks you could have.
Having three of your staple attacks by level 4 makes for a great lowbie experience, and I can see myself rerolling more KM in the future.
At 28, I like it, although it doesn't perform as high as I expected, as I mistakenly assumed there wasn't any hard cap on the number of siphon stacks you could have.
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For those that don't yet know, the maximum buff stacks you can have at a time is five. That's +125% damage for Brutes and Tankers (+25% per buff), +156.25% damage for Scrappers (+31.25% per buff).
And the best way to track it if you are interested is not with the buff icons in your buff bar which are laggy, but by using the real numbers attribute monitor to monitor damage buff, which is fairly quick responding.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
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Anyone looked at chains?
looking at alternating sb, qs, bb, qs and cs, qs, bb, qs while AS and placate is down on my stalker.
Someone needs to power level their scrapper to 50 and IO it to the gills and go run a pylon lol.
Virtue: @Santorican
Dark/Shield Build Thread
I just have a lowbie Kin/Dark in Praetoria, but he works well so far and it's nice having a solid ST chain at low levels (need to tweak the color of his attacks to get them to look right, but I'm going with the idea that his attacks are water based by using power customization, which is nice... never liked the "powers of the underworld!" feel of Dark).
Overall, the look and sound of the set is fun and different to me, and the first three attacks feel fairly fun and visceral, if not quite as punchy as a street fighting set would have been.
I am certainly confused by Repulsing Torrent, though. The devs have gone around and made sure Melee sets do KD rather than KB, but a brand new set has KB? And the damage is just bad, too. I don't mind controllerish style powers in melee sets, but this has too much going against it, I think.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
KM/WP I hit 43 yesterday. I can do x6 person spawns, even 8 (but not on a lot of things) fine. it's pretty fast too with hasten and I have no sets yet. Just feels good like SS/WP did. I wish it could have been a brute, but I have almost one of every scrapper, this one is my favorite. I am at the point I want to respec some earlier stuff out. Not sure what would be wise.
Back from a break for GR and trying to catch up on all the new info...
I'm also wondering about ST attack chains, and frankly I'm a bit stumped. Do you want to start w/quicker, but lower DPA attacks to get to your dam buff cap, then switch out to a more standard highest DPA gapless attack chain? Until Arcanaville straightened out the PS mechanics, I had that all wrong too.
Anyway, KM/Invul for me since I don't repeat powersets withing an AT, and Invul's the last scrapper secondary I'm not playing actively. Sort of a Iron Skinned monk, who would prolly work better as MA/Invul, but KM the new sexy.
An Offensive Guide to Ice Melee
I just have a lowbie Kin/Dark in Praetoria, but he works well so far and it's nice having a solid ST chain at low levels (need to tweak the color of his attacks to get them to look right, but I'm going with the idea that his attacks are water based by using power customization, which is nice... never liked the "powers of the underworld!" feel of Dark).
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I have to agree the KB thing is a bit much.... I made a scrapper for the first time with KM/REgen... My issue was how well the KB landed ... though the move in question "Hadoken!"
is cool ....the KB is landing too often... making a Herding Tank annoyed.
I try my best to get mobs on outskirts and KB them into the herd...or bounce mobs off objects so they stay together still.
the largest drawback is the KB on that =\ at least it does crit.
My planned attack chain for KM is T9, T3, T2, T1, T3, T2, repeat (I don't recall the names). It doesn't require too much recharge assuming Hasten and fits in a 10 second window so enough to hit the siphon cap, and using the T9 (longest animation) at that point should ensure I'll use quick attacks near the end of Power Siphon and get buffs for a longer time that way... I think.
It's all Tai Chi moves, which Water Bending is based on. Making them look a lot similar.
Did they change the animation for the PBAOE?
In early beta you made a strike at the ground, but in Mids the description of Burst says you launch into a "dizzying flurry of attacks".
Be well, people of CoH.
With plenty of spastic arm-swinging beforehand.
Thanks for eight fun years, Paragon.
I think the description is borked. As it stands on live, Burst always reminds me of the Consular Jedi's entrance in the "Hope" cinematic trailer for SWTOR. Big ground strike.
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It does remind me of it as well... actually part of what made me think I should give the set a go, as it looked interesting. I'm glad I did, as it's fun so far.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
IMO it's the one power that still needs to be changed. They need to make it KD like Energy Torrent and increase the damage by 20-25% to something around the levels of Flashing Steel or Slice or Shockwave, all of which have 2 to 3 times the arc.