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DreadShinobi

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About DreadShinobi

  • Birthday November 28
  1. Scrapper taunt auras: Against all Odds - 17s taunt Invincibility - 17s taunt Evolving Armor - 13.6 taunt Beta Decay - 13.6s taunt Entropy Shield - 2.25s taunt Rise to the Challenge - 1.25s taunt Ninjitsu, SR, Regen, Ice, Fiery, Elec, Dark - No taunt Shield Defense, Invuln, Bio Armor, and Rad Armor are your viable team tanking scrappers. as their taunt effects have a really good duration tagged to them, this also makes them better for herding when solo. Entropy Aura and RttC have very weak taunt auras that will wear off nearly immediately upon moving away from a target. I keep one scrapper with confront because for much of endgame content the only thing that needs taunting are AVs, which are single target anyways. Especially handy for Lord Recluse in Ms. Lib TF and sometimes as extra utility for a hami raid. Can also be nice for incarnate trials. Taunt auras, as above, handle the rest of mob fodder, as long as you don't choose one of those sets with a poor taunt aura or none at all. If your goal is a high damage team, a scrapper tank is the way to go.
  2. I think the thing about regen, is that even if you make a great build for it with softcapped defenses and over 100 global recharge, which is much more difficult than other sets, there is no offensive pay-off at all. You still have to manage your clicks, which will reduce your dps. You don't get any recharge buff. The recovery buff is minor and you still have to factor in your endurance consumption while other armor sets may be able to disregard it completely. You don't get any debuff resistance. You don't get a damage aura. You don't get a damage buff or any offensive tools. You don't get any crowd control. You don't get a good taunt aura or none at all. And with all that said, you still have to deal with having poor baseline resistances, possibly poor defense numbers. Or you put so much of your slotting into getting good defense numbers and recharge that you're missing out on some good proc slotting potential. It is a large tradeoff to make regen .... still not perform as well as most other armor sets can.
  3. Ninja run can be used for getting around. I did my accolades for my fire farmer when we still had unlimited access to enterbasefrompasscode which of course made things very quick and easy. I also pick up knockback protection sg base buff whenever using my fire farmer outside fire farms, as that isnt necessary to have otherwise. Keeping a stack of purple insps means you can ignore your lack of real mitigation when applicable. For some of the accolade activities, like maria jenkins and synapse, i used an alt account and cleared them with my fire blaster as not only is it faster than building a team, you get double the merits ((or triple >.>) (or more if it is the wst))
  4. 100% skippable, also ugly, imo. Energy melee can stack so much stun mag by itself, but if you have space for it why not. On my high recharge energy melee stalker i use adrenal booster with nearly 50% uptime. The +special gives a boost to all your stun duration making stacking easier, however with fitting in adrenal booster it might be more difficult to also fit in disrupt.
  5. It isn't as synergistic as the theme may suggest. The most unique aspect of dark melee is the self healing, which largely benefits sets that do not have a way to self-sustain, like /sr and /sd. The second aspect of dark melee, the -tohit benefits sets that work towards defense softcapping, as it effectively offers active protection against defense debuffs and cascading defense failure. Dark armor doesnt need a second heal, dark regeneration is often a full heal on a cooldown shorter than healing flames. Dark armor soft control in oppressive gloom also has no stuns from dark melee to stack with.
  6. I feel like this would be too strong for proc build slotting, where you can get all the set bonuses you need from other powers, and your proc bomb powers only need 1-2 stat enhancements with 4-5 procs. Musculature and intuition obviously play a big role here. I would be more in favor, if the value of enhancements were to be increased, to look at increasing the amount you can boost an enhancement via reward merits from +5 to +10 for example. This would be much more accessible. It would mean not having to reimagine builds and do mass respecs. Could even make it so each + level above 5 would require 2 enhancement boosters instead of 1.
  7. I dont play my savage/ea very much, but I fit in the presence pool on that stalker (with speed/leaping/fighting) and the extra utility of having some aggro control can be helpful if you are looking to stop an AV from running all over the place whether you are solo or on a team without a tank/brute/scrapper. Of course the duration is not as good as primary taunts and it isn't autohit, and it is of course nicer to have your aggro control in an aura toggle where you don't have to spend your animation time on the click, but that is what stalkers habe available to them. Gosh what I would give for an IO set that included a taunt proc. I feel like that is something that is sorely missing from what we have available.
  8. Stalker EM doesn't need BS with enough global recharge
  9. EA works so well on stalkers becuase it is honestly over the top mitigation for an archetype not intended to sit and tank. (I put scrappers in the aggro management pool with tanks and brutes). EA for stalkers is incredibly self sufficient with easy softcapped defenses, self healing and regeneration, and essentially infinite endurance without the need for any slots going that way. This in turn makes EA a very offensive powerset, beyond the free 20% rchg, with everything else taken care of you can put so much of your slotting towards damage procs and more global recharge. The one thing I've hoped for on EA scrappers is partial crits from hidden, similar to night widows, possibly on a lockout timer like shinobi from ninja training blasters. Or maybe not a "critical" but a damage proc either way. Also I've never felt that EA's "psi hole" has held it back in any way with the healing and regeneration present in the set. For a tough av you can munch a few insps and be 100% fine. For a tank or brute the psi hole of course would be more apparent, but I don't view EA as a set that needs to tank. It is a set that has such great base values that you can pretty much always carry 20 red insps in your tray and never worry.
  10. Fire/fire/mu blaster with sorcery. Love the high risk/high reward playstyle. Only wish I had committed to it first as my original main for homecoming, but it took me a while to figure out how much blasters have improved since live server play. Second to that is also my poison/fire defender, which makes for an excellent solo supporter for teams with elixir of life and vengeance. Does way more damage than I could have ever anticipated. Poison is another one of those sets that has really taken off with the new metagame norms of homecoming - faster pace, more blasters to support, more prevalence of IOs, which shores up some of the competition it has with cold domination that offers shielding. Plant control is also a mainstay choice for me because seeds of confusion is the best power in the game 😆
  11. Plant/Poison/Earth. Envenom makes your confusion and proc based damage go off the wall.
  12. Use Vigor Core Paragon. Agility reduces your proc chance and provides little in the way of endurance management. The global endurance reduction from Vigor reduces your consumption from toggles and the EPS usage from your ability spam, notably powers like Envenom and Dominate that aren't slotted for end redux. Also keep Recovery serum temps stacked on hand from p2w vendor, and keep salvage to use on the recovery buff from SG base as well as the recharge buff (20%) which will perma your hasten. Don't forget to +5 your hasten IOs. With Vigor Core Paragon you can drop Tactics for Assault, which provides more overall damage for yourself than Aim does discounting Gaussian proc, and provides more damage for your team. This also gives you 4 slots. Mind over Body can also be dropped to 4 total slots stopping at the melee defense, the extra 2 slots are better elsewhere. You have Vengeance but no Elixir of Life, which together really help with the fast paced nature of playing poison. Elixer of Life can take the Glad Armor 3% def IO in it's base slot. In my build edit I dropped Paralytic Poison for this, which without procs is just a set bonus mule. With the glad armor proc in EoL you can put a +5 rchg IO in rune of protection, which takes almost 20 seconds off the downtime there. You dipped into Coercive Persuasion 5% ranged def but didn't stack it with the 5% ranged def from a full set of Defenders Bastion. Venomous Gas proc chance is low and unreliable for Achilles heel, It works fine at base slot (HO-enzyme). If you have extra slots you can put 4 into Brawl with Hecatombs, this can pop your global accuracy up, and/or allow you to change fireball to Posi Blasts with double damage procs. Inferno can also work with 6 slot Oblits for +melee defense, and the purple damage proc can go in PT. If envenom accuracy is still too low with the above changes you should have plenty of moveable slots to add an accuracy IO there. The overall opportunity cost on the 3 powers from teleportation is pretty high imo, and youre missing out on full invisibility from super speed+stealth IO (and the -threat level from super speed, which is a very valuable unique bonus), the defensive bonus and combat maneuverability of combat jumping, and the aoe damage you could be getting from Fire Breath by being able to joust it as you jump in to a spawn with combat jumping (damage ticks are still boosted by Venomous Gas even with it being a cone). Take it or leave it advice, as with any of the above.
  13. Rune of protection can replace the need for mez protection on squishies significantly, although i only use it on my blasters because my corrs and defenders all have 45% ranged def which mitigates most incoming mez from landing in the first place. On blasters, a must have, imo. With high recharge ROP is about 66% uptime. I dont use clarion on anything because I use incandescence on everything for team teleports. When starting a tf, i typically only need to grab 2-3 break frees to be set the whole way through.
  14. Animation times could be looked at for sure and the sets in question would greatly benefit, but imo tohit debuffs as a whole just arent as valuable as they have been in the past unless youre just leveling with no IOs ---> see discussion on whether game should be balanced around IOs or not. It would be interesting to see if an additional effect could be added if a critter receives a certain level of tohit debuff. If you cant see anything, being inflicted with terrorize or taking psionic damage would both make sense, or a resistance debuff - you cant guard against what you cannot see.
  15. Here's the variation I am using for EM/EA/Elec. 151.3% global recharge. Uses Adrenal booster with near 50% uptime for extra damage, recharge, and stun duration. Under adrenal booster and SG base buff you get to +288.93% global recharge, just shy of hitting the recharge cap with enhancement value for many powers. Experimental Injection is a nice utility perk that you can tag an ally with for permanent mez protection/regen/recov on a 40 sec recharge with 60 duration. Double procs in ball lightning with zero enhanced recharge for max proc chance. Alternate slotting for Energy Punch is swappable that uses 3 slots of Overwhelming force (+12% regen, +3% dmg, -5% recharge) that allows you to move 2 slots elsewhere (powercrash (gladiators fury), buildup, stamina, tough) Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Mutation Stalker Primary Power Set: Energy Melee Secondary Power Set: Energy Aura Power Pool: Leaping Power Pool: Speed Power Pool: Experimentation Power Pool: Fighting Ancillary Pool: Mu Mastery Villain Profile: Level 1: Energy Punch -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx/Rchg(15), CrsImp-Dmg/EndRdx(15), CrsImp-Acc/Dmg/EndRdx(17), CrsImp-Acc/Dmg/Rchg(46) Level 1: Hide -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(3) Level 2: Kinetic Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3) Level 4: Power Shield -- Rct-Def(A), Rct-Def/EndRdx(5), Rct-EndRdx/Rchg(5), Rct-Def/Rchg(7), Rct-Def/EndRdx/Rchg(7), Rct-ResDam%(9) Level 6: Assassin's Strike -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(9), SprStlGl-Acc/Dmg/Rchg(11), SprStlGl-Dmg/EndRdx/Rchg(11), SprStlGl-Acc/Dmg/EndRdx/Rchg(13), SprStlGl-Rchg/Hide%(13) Level 8: Build Up -- GssSynFr--Build%(A) Level 10: Entropy Shield -- EndRdx-I(A) Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 14: Hasten -- RechRdx-I(A) Level 16: Kinetic Dampening -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(48) Level 18: Power Crash -- Arm-Dmg(A), Arm-Dam%(19), Arm-Dmg/EndRdx(19), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(21) Level 20: Speed of Sound -- HO:Micro(A) Level 22: Experimental Injection -- Pnc-Heal(A), Pnc-Heal/EndRedux(23), Pnc-EndRdx/Rchg(23), Pnc-Heal/Rchg(25), Pnc-Heal/EndRedux/Rchg(25) Level 24: Adrenal Booster -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(31), AdjTrg-Rchg(31), AdjTrg-ToHit/EndRdx/Rchg(45), AdjTrg-EndRdx/Rchg(45) Level 26: Energy Transfer -- SprAssMar-Dmg/EndRdx/Rchg(A), SprAssMar-Dmg/Rchg(27), SprAssMar-Acc/Dmg/Rchg(27), SprAssMar-Acc/Dmg(29), SprAssMar-Acc/Dmg/EndRdx/Rchg(29), SprAssMar-Rchg/Rchg Build Up(31) Level 28: Energy Drain -- LucoftheG-Def/Rchg+(A) Level 30: Boxing -- AbsAmz-Stun(A), AbsAmz-EndRdx/Stun(34), AbsAmz-Stun/Rchg(45), AbsAmz-Acc/Stun/Rchg(46), AbsAmz-Acc/Rchg(48) Level 32: Total Focus -- Hct-Dmg/Rchg(A), Hct-Dmg/EndRdx(33), Hct-Acc/Rchg(33), Hct-Acc/Dmg/Rchg(33), Hct-Dam%(34), TchofDth-Dam%(34) Level 35: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(36), Prv-EndRdx/Rchg(36), Prv-Heal/Rchg(36), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(37) Level 38: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Dmg/EndRdx(39), StnoftheM-Dam%(39), StnoftheM-Dmg/ActRdx/Rchg(40), Apc-Dam%(43) Level 41: Ball Lightning -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(42), PstBls-Dmg/Rng(42), PstBls-Acc/Dmg/EndRdx(42), PstBls-Dam%(43), Bmbdmt-+FireDmg(46) Level 44: Tough -- GldArm-3defTpProc(A) Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48) Level 49: Electric Shackles -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(50), BslGaz-Rchg/Hold(50), BslGaz-EndRdx/Rchg/Hold(50) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Qck-EndRdx/RunSpd(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(17), Pnc-Heal(37), Pnc-Heal/EndRedux(40), Pnc-Heal/Rchg(40), Pnc-Heal/EndRedux/Rchg(43) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A) Level 50: Musculature Core Paragon Level 50: Ageless Core Epiphany Level 0: Marshal Level 0: Born In Battle Level 0: High Pain Threshold Level 0: Invader Level 1: Energy Focus Level 10: Shadow Recall -- Empty(A) Level 0: Frenzy ------------
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