SR scrappers and incarnate trials


Aliana Blue

 

Posted

Quote:
Originally Posted by firespray View Post
The new trials are definitely hard on defense-based toons. Normal groups are (semi)-manageable, but big nasty groups like marauder's giant ball of IDF make my softcapped /SR scrapper pretty much useless, which isn't fun at all. I get that the devs are trying to make things tougher on defense-based characters, since it seems like everyone and their brother is softcapped these days, but they need to remember that there are some powersets that don't bring much except defense to the table.
I've not had too much trouble on either of these trials, I keep a single purple popped (to take me to the new soft cap) if my team doesn't get me there and am almost always fine. As for the ball of death, NO ONE survives the ball of death, the strategy to defeating him is destroying the reinforcement portals, then destroying reinforcements as they come in (before they pile up). If reinforcements that summon those battle drones gather too greatly you're screwed if they get you first. That's why you judgement everything, they have hardly any health, and are almost guaranteed to get destroyed.

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

 

Posted

With Elude, I find the trials easier on SR than on any other scrapper.


 

Posted

Quote:
Originally Posted by Nihilii View Post
With a SoA Maneuvers, I find the trials easier on /SD than on any other scrapper.
fixed


 

Posted

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.


 

Posted

Quote:
Originally Posted by firespray View Post
The new trials are definitely hard on defense-based toons.
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.


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by Redlynne View Post
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.
Sure, except when enemy powers get flagged Unresistable.

But I guess that is a moot point - Unresistable damage seems to be paired with Autohit wherever it is to be found.


Playstation 3 - XBox 360 - Wii - PSP

Remember kids, crack is whack!

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

 

Posted

Quote:
Originally Posted by Redlynne View Post
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 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.)


Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."

 

Posted

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


 

Posted

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.


 

Posted

Quote:
Originally Posted by Katten View Post
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.
Which is great, if you have the new incarnate powers, which I don't (yet).


 

Posted

Quote:
Originally Posted by Redlynne View Post
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.
Have you ever noticed that resistance and regen need to build for defense if they want survivability?

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.


 

Posted

Quote:
Originally Posted by TheBruteSquad View Post
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.)
Good BAF strikes I have been on have one team each on the AVs and the third team on the spawns.


Don't mistake coincidence for fate.
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
Wii: 1567 8323 2516 8943
XBox Live Gamertag: Loki 240SX

 

Posted

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.

Quote:
Originally Posted by Deus_Otiosus View Post
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.
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**.

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...


Playing CoH with Gestures

 

Posted

Quote:
Originally Posted by DrGamma View Post
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**.
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.


 

Posted

Quote:
Originally Posted by Deus_Otiosus View Post
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'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.


"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 Aliana Blue View Post
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.
This entire post is right on the money. The more time your team spends mucking about, the less your defense will matter. The strategy I've taken with my shield brute is to carry a ton of oranges to shore up my survivabiltiy with some RES, and that seems to be working fairly well. Add in the fact that veng bait seems to be plentiful on these things, and I do pretty well with my defense based toon. I don't feel like the increasing to hit is "cheap" at all. I think it is an interesting game mechanic that requires you to employ a strategy as apposed to running from mob to mob mashing buttons. For me, these trials are a very welcome change of pace, and I look forward to more in the near future.


 

Posted

Quote:
Originally Posted by firespray View Post
Which is great, if you have the new incarnate powers, which I don't (yet).
After playing lamda with a group of folks where maybe half had judgement, I'm going to say it's likely they actually put some thought into balancing around that. Dealing with the battledrone uprising just seems so right with judgement. These are the new trials after all, they had to make them tough, the possibility of completing them much easier after you get the powers makes it seem less like its verging on unfair.

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

 

Posted

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.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Werner View Post
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'm pretty dedicated to the principle on normal content - especially on my team focused Brutes.

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!!)


 

Posted

Quote:
Originally Posted by Igor_The_Mad View Post
Judgement is amazing for the BAF trial, and once everyone is +3 and has their judgement power, things will be a cakewalk (even moreso than it is now).
Yep.

Not a week in yet, and even PUGs are to the point that someone has to (really) screw up to fail a BAF.


 

Posted

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).


 

Posted

Quote:
Originally Posted by Deus_Otiosus View Post
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.
Does a Tri-Form Warshade played almost exclusively in Human Form, and a Quad-form Peacebringer played almost exclusively in Human Form ... neither with any Defenses above single digits ... qualify for your little test? Because if so, I've done it more than once ... *and* can argue that Kheldians make for inferior "scrappers" to real scrappers.


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by Nihilii View Post
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).
I've been primarily on 'semi-PUGs' - that is to say the leagues were formed before entering the queue, there is usually a little bit of team balancing and looking for general capabilities (i.e. "Control", "buffs/debuffs", "damage") but other than that it's a pretty random assortment of ATs and players.



Quote:
Originally Posted by Redlynne View Post
Does a Tri-Form Warshade played almost exclusively in Human Form, and a Quad-form Peacebringer played almost exclusively in Human Form ...
No, because we are discussing Scrappers.


 

Posted

Quote:
Originally Posted by Deus_Otiosus View Post
No, because we are discussing Scrappers.
So resistance only, no defense, makes no difference to you. Good to know.


It's the end. But the moment has been prepared for ...

 

Posted

Quote:
Originally Posted by Redlynne View Post
So resistance only, no defense, makes no difference to you. Good to know.
The point you are missing, is that we are discussing completely different ATs, with completely different ability sets.

You also seem to have difficulty with reading comprehension, even of things that you yourself have quoted.

Quote:
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.
I made it big so you would see it this time.