SR scrappers and incarnate trials
With Elude, I find the trials easier on SR than on any other scrapper.
In that case you may as well pick Shield and have more resistance, HP and offensive capabilities.
Regardless, I see a very large difference between 60% and 100%+ defense during the iTrials, on Turnstile PUGs. Preformed teams or teams of friends might be a very different story, but considering these trials are pretty easy if you've got basic coordination, once you start picking and choosing you can almost toggle your secondary off.
Oh yeah ... that's right.
There isn't any.
Resistance and Regeneration always get a free pass whenever the difficulty gets upped.
Ever notice how if there's ever a protection scheme that needs to be "invalidated" ... it's ALWAYS Defense that's first in line to get h0sed? Where's the "hard on resistance-based toons" content? Where's the "hard on regeneration-based toons" content?
Oh yeah ... that's right. There isn't any. Resistance and Regeneration always get a free pass whenever the difficulty gets upped. |
But I guess that is a moot point - Unresistable damage seems to be paired with Autohit wherever it is to be found.
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Ever notice how if there's ever a protection scheme that needs to be "invalidated" ... it's ALWAYS Defense that's first in line to get h0sed? Where's the "hard on resistance-based toons" content? Where's the "hard on regeneration-based toons" content?
Oh yeah ... that's right. There isn't any. Resistance and Regeneration always get a free pass whenever the difficulty gets upped. |
Hard on Regeneration: Longbow Special Ops. Death Mages. Malta. Carnies. Oh, and the enemies in the new trials.
On topic the first wave of 9CUs is the hardest, because invariably a few groups pool around Siege and are out a bit before someone pulls. The league has to focus on them because they're murder machines. After that the 9CUs reinforcements can be managed by two decent DPSers (in every BAF I kill them myself. Sometimes a second character will notice what I'm doing and lend a scrapper-ish hand, which is ideal.)
Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."
Even running SR w/ elude after the crash your more than likely going to be killed quickly after.
My kat/wp is doing well on the new trials and can pop SoW to get 70%s/l
Why would you stand still and get killed when you see the crash icon blinking? In my book, that's user error, not powerset failure.
Ever notice how if there's ever a protection scheme that needs to be "invalidated" ... it's ALWAYS Defense that's first in line to get h0sed? Where's the "hard on resistance-based toons" content? Where's the "hard on regeneration-based toons" content?
Oh yeah ... that's right. There isn't any. Resistance and Regeneration always get a free pass whenever the difficulty gets upped. |
I dare you to take a resistance or regen based scrapper - build for zero defense (that includes no katana/BS) and then take it on the ITF and see how much fun that is.
Hard on Resistance: Longbow Nullifiers. The enemies in the new trials (lots of unresistable damage).
Hard on Regeneration: Longbow Special Ops. Death Mages. Malta. Carnies. Oh, and the enemies in the new trials. On topic the first wave of 9CUs is the hardest, because invariably a few groups pool around Siege and are out a bit before someone pulls. The league has to focus on them because they're murder machines. After that the 9CUs reinforcements can be managed by two decent DPSers (in every BAF I kill them myself. Sometimes a second character will notice what I'm doing and lend a scrapper-ish hand, which is ideal.) |
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Tyrant Kaiser Necro/Pois ~ 50
Moriyama Emp/Dark ~ 50
Divine Leliel Claws/Invuln ~ 50
Divine Zeruel Dark Melee/SR20DET ~ 50
Lil Mori Fire/Kin ~ 39
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Hey, at least one good thing about this is that bubblers and stuff like SoA maneuvers or even stacks of regular maneuvers or those tiny def stealth aura-type powers can actually help everybody nowadays. It was getting to the point where defense team buffs were useless most of the time because everybody was at or very close to the def soft cap.
But I still would prefer the enemies were using something like an auto-hit AoE def debuff, instead of everybody having +to-hit. This way SR's great trick of DDR (shared in lesser amounts with other defense sets, but not with those who come by most of their defense using pools and set bonuses) would still give it some edge. It would still make outside buffs very useful in these team situations without making the defense sets feel so targeted.
I dare you to take a resistance or regen based scrapper - build for zero defense (that includes no katana/BS) and then take it on the ITF and see how much fun that is.
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I usually fall two or three times on average per run when I get careless, but promptly revive, MoG and keep kicking a**.
She's not IOed for defense at all. I only hit 50 with her recently, but I purposefully decided to go with a non-def build just to learn/evaluate survival with only regen/heals, since most of my other characters are indeed built for defense. She does have CJ (cause it's CJ!) and Weave (was running out of good powers to pick), giving a puny 10% def (outside the few seconds of MoG godhood, of course) but I doubt that counts as building for defense...
The main difference when playing her, though, is that I have to dedicate a lot of my attention to surviving and frequently use every trick I get (Reconstruction, DP, IH, MoG, AoE KB, ST KD...) to stay alive, while with other characters I can focus more on dealing damage instead and just take survival for granted. But she's very fun to play like that, when I'm in the mood.
I also tanked the ITF with my /DA scrapper once and we did pretty good. It was my first ITF too, I think, so I didn't know about Romi's stunning rez and got dettogled and massacred once because of that, but otherwise, I don't really remember dying. Being /DA, though, she does have some defense, but once again I did not build for it, so she's far from the softcap. All her defenses are in the 20%-25% range I think...
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Done it a few times with my Claws/Regen Scrapper and it was fun. I think I always got lucky with good PUGs, though, so that helped.
I usually fall two or three times on average per run when I get careless, but promptly revive, MoG and keep kicking a**. |
I'm not a fan of dying, ever. So that's always a part of my build goals.
On any softcapped Scrapper, even regen - if you are built for defense you can go the entire TF without dying at all - you aren't invincible, but your survivability skyrockets.
I'm not a fan of dying, ever. So that's always a part of my build goals. |
I've done a couple ITFs with my soft-capped Katana/Dark. I don't think I ever even hit Dark Regeneration. Now, I DO have serious problems soloing +4x8 Cimerorans. They put up their defenses, I can't hit with Divine Avalanche, they put my defense deep into the red, and then I'm dead. But the ITF on default is no problem, and I can safely jump into my own spawns. I doubt I could solo the entire thing (some Scrappers can), but probably most of it.
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Videos of Other Stupid Scrapper Tricks
Siege's fight hinges entirely on not mucking around and hitting things fast and furiously. As others have indicated, they get progressively harder as they stay alive longer - but they're still only bosses, unload after a wipe and watch them die as usual.
If your team strategy is the "wait at the court for minutes while someone pulls/switch targets/concentrate on AVs" I've seen, you'll have lots of trouble. Kill those adds. Jump at things. Be fast. Don't wait. Defense is definitely NOT useless, and you're not a naked blaster. How do I know? I took my /EnA stalker yesterday for a couple of trials. Over 59% defense before buffs (and due to the chaos, more often than not I ran without buffs), and it was quite a noticeable difference vs. the plain softcap of my DM/Inv scrapper, who had to do a bit more legwork with her other tools to survive. The longer the mobs stay around, the more tohit they have, and the higher your defense will have to be to counteract it. How much defense you'll "need" hinges entirely on how fast your team can kill. It's an unusual correlation, but there you go. I intend to take my Elec/Shield/Fire scrapper in there and see how that one goes. It means that, yes, AoE is even more king than it's ever been, at least for that particular mission. |
Which is great, if you have the new incarnate powers, which I don't (yet).
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As for the BAF 9CU's, they only spawn from one door, every successful team I was on last night had a designated reinforcement killing team (spawn team) that would kill them before they could reach siege. By having a group stand there you can have them on their backs, under control, or dead before they cause trouble.
IMO, 9CU's are what overseers SHOULD have been, an enemy that is very tough to defend against that requires control to lockdown (thus making controllers and KD/KB powers have purpose in 50 content again). Overseers were messed up because they are bosses AND could fly, thus making KD useless.
"Fascinating. I'm not bored at all, I swear." -Kikuchiyo
Having a few trials under my belt now, I'm more convinced even than before that this Incarnate-soft-cap stuff is overwrought. Doing BAF in a League with only a handful of people running Destiny/Judgement is an absolute revelation.
If you've any doubts about DEF-based toons in Incarnate content, the answer is stacked Barriers, which are likely to become the rule rather than the exception as time goes on. Oh, and in the case of Lambda, the Battle Orbs' buffs are the main problem -- and fittingly enough, the Battle Orbs have comparatively low HP. Judgement is ready-made to wipe them out.
I'm not "hardcode mode" serious about not dying, because sometimes I like to push the envelope, but I don't like dying to normal content, and I consider the ITF to be normal content.
I've done a couple ITFs with my soft-capped Katana/Dark. I don't think I ever even hit Dark Regeneration. Now, I DO have serious problems soloing +4x8 Cimerorans. They put up their defenses, I can't hit with Divine Avalanche, they put my defense deep into the red, and then I'm dead. But the ITF on default is no problem, and I can safely jump into my own spawns. I doubt I could solo the entire thing (some Scrappers can), but probably most of it. |
I go so far as to select specific inspiration layouts to maximize survivability.
I've accepted I'm going to die here and there, more than usual, on the new incarnate trials until I've got the level shifts/powers and teams get smooth in their execution of them - but once that times comes, death will simply be unacceptable.
If I'm on extreme settings, I kind of expect to die a fair number of times. (Vanguard at +3x8 I'm looking at you!!)
You guys are either the best players ever or I'm the worst ever - my PUGs fail more often than not.
(Or maybe you're calling preset teams PUGs... Which would be technically right I guess, but 16-24 players with specific ATs and powersets is a far cry from 8-12 melee heavy teams with 0-2 buff/debuff characters, most without a single incarnate power and some without the basic level shift or the alpha slot).
You guys are either the best players ever or I'm the worst ever - my PUGs fail more often than not.
(Or maybe you're calling preset teams PUGs... Which would be technically right I guess, but 16-24 players with specific ATs and powersets is a far cry from 8-12 melee heavy teams with 0-2 buff/debuff characters, most without a single incarnate power and some without the basic level shift or the alpha slot). |
No, because we are discussing Scrappers.
So resistance only, no defense, makes no difference to you. Good to know.
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You also seem to have difficulty with reading comprehension, even of things that you yourself have quoted.
Originally Posted by Deus_Otiosus
I dare you to take a resistance or regen based scrapper - build for zero defense (that includes no katana/BS) and then take it on the ITF and see how much fun that is.
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Do that and you're in the gravy train again, the only thing the trials have done is require everyone use a little strategy and liberal use of the new incarnate powers. I certainly don't feel weaker, it just feels like the enemies have gotten tougher and so have you (as it should) you both have the ability to kill or get killed more quickly when the situation presents it self.
"Fascinating. I'm not bored at all, I swear." -Kikuchiyo