Jump to content

Erratic1

Members
  • Posts

    2912
  • Joined

  • Last visited

  • Days Won

    13

Posts posted by Erratic1

  1. 48 minutes ago, SomeGuy said:

    I get ya. I really do. It's mechanically a pretty boring set (to me) and Rage definitely needs to be tuned. With that said, proliferation is always good.

     

    No, I do not really think it is. Brutes would not be in sad shape they are now if more things were uniquely theirs. At the very least I would amend the comment above to:

     

    With that said, proliferation is always good for an AT which is enjoys niche protection.

  2. 2 hours ago, twozerofoxtrot said:

    Probably because it looks really cool and maybe because it's in the top two for damage charts for Brutes and Tankers.

     

    Those are my reasons at least.

     

    Given top Scrapper powersets which are shared to not make it to the top of the Brute list, not sure how safe it is to conclude SS would be great on Scrapper.

  3. While Savage being the land of damage over time does not by itself suggest Recharge, (a) Savage plays into Recharge inherently via Blood Frenzy, (b) Electric play into Recharge via Lightning Reflexes, and (c) Energize is something you want up 100% of the time--I personally would set it to auto-fire and aim for it to cooldown a bit before it wears off. You should be able to reach a point where Power Sink is skippable, thus freeing up the slot for some other power, particularly when you factor in Blood Frenzy also lowering your endurance costs. 

  4. On 5/10/2025 at 8:39 PM, Snarky said:

    in my opinion Dark Melee / Invulnerability is the most powerful TANK.  Not the most damage, but the flat out toughest, with a very solid ST damage chain, some AoE.  Not great.  Dark Melee provides a tool kit of Heal, End Recovery, and defense (to hit debuffs) to Make Invul much stronger.  I suggest an undead creature for theme. And a Hyperstrike Invul  build.

     

    My first scrapper back in live (well, first I took to max level) was DM/Inv. He was stupidly tough for the time and I always wondered what it would be like to play an Inv/Dark tanker, because the scrapper lived through stuff he should not have. Oddly, I've never done it. Don't know why.

     

    Right now, trying to figure out how to reconfigure my Rad/StJ Tanker....

    • Like 1
  5. 4 hours ago, aethereal said:

    If you're on a team, someone else may kill your enemy before your effect goes off, but enemies can't run away from your power during animation time.

     

    Not, "...someone else may kill your enemy before your effect goes off..." but, "...someone else likely will kill your enemy before your effect goes off..."

     

     

    Had a KM/Shielf scrapper back at the end of Live and it was endless frustration after endless frustration with KM's stupidly long wind up times.

  6. 1 hour ago, Vermithrix said:

    I am pretty sure with Axe, I can get a a Swoop and a Cleave in the same time I can get one Dev Blow done. Possible even a Swoop, Cleave and Gash considering Axe flows very well. This offers more chances for crits and again potential for higher damage, even though DB hits harder, its just too slow I feel.

     

    Devastating Blow has a cast arcanatime of 2.904, 144.5171 Energy/48.1724 Smashing damage according to City of Data

     

    Swoop is 1.452, 142.6402 Lethal damage

    Cleave is 2.508, 172.6697 Lethal damage

     

     

    So yes, Swoop + Cleave can be done in the time of a Devastating Blow, while delivering more than twice as much damage*. But then Battle Axe does not have a damage aura, or a mechanic to splash damage, or milk contamination for healing. I will say from a pure satisfaction standpoint I have enjoyed Battle Axe more than Radiation Melee.

     

     

     

     

    *Devastating Blow is applying a Mag 3 Disorient (60% chance), guaranteed Contamination to the target, and lowering the target's Defense for 15 seconds versus Knockup (70% chance) and Knockdown (80% chance) for Swoop and Cleave. Consumption of Contamination by Devastating Blow will deliver 18 damage to up to 5 nearby targets--not a lot, though functionally a free hit and up to 90 more damage being dealt out.

     

  7. 7 hours ago, Vermithrix said:

    The way the game separates out the smashing damage and radioactive damage must be the visual reason I didn't feel it was hitting hard. The speed of the set is certainly working against it however they way I have built my character is probably part of the problem.  I will keep working at it. Thanks for your input Erratic1. 

     

    While I never, across any of my characters, have played matched primary/secondary sets, it is a repeated observation that the weakness of either primary or secondary are usually somewhat negated by its opposite. Rad Melee, in my estimation, would seriously benefit from +Recharge, which is something Rad Armor provides. You could likewise get +Recharge in various forms from Energy Armor, Electric Armor, Super Reflexes, or Stone Armor.

     

    It is somewhat of a shame Rad Melee does not come with more than one power which does Knockdown/Knockback, as that is another vector for +Recharge via Force Feedback. However, as Proton Sweep is a pretty miserable power, you could take Cross Punch to both give you more area damage capability and +Recharge.

     

    Hmmm...I may have to try building to that end.

    • Like 1
  8. 7 hours ago, Maelwys said:

    IMO Damage/Anim is about the only useful metric in that view; and even then you really need to look at each set as a whole rather than whichever powers that Mids happens to match up with each other in isolation.

     

    Agreed.

     

    7 hours ago, Maelwys said:

    (Spoiler Alert: FWIW in my experience RadM is mid tier at best for "non-AFK" AoE damage and near the bottom of the pack for Single Target Damage)

     

    Rad Melee definitely has some...drawbacks, just hitting hard is not one of them. I have two or three Rad Melee characters, and they are okay, but none of them really push the envelope.

     

    I regret I did not do more with Stone Melee sooner, as it feels so much smoother while conveying a sense of pounding what you are fighting--though, if you are like me, you have to find a way to justify your power's appearance. While it also it not going to be an envelope pushing combination, I have had great fun working up a Stone Melee/SR scrapper. I wonder what I could do with Stone Melee paired with Ninjitsu or Shield. 

    • Thumbs Up 1
  9. 44 minutes ago, Vermithrix said:

    The thing letting this build down is Rad melee. Its too slow and does not hit hard enough.

     

    ?!?!?

     

    Open up Mids and go to Powerset Comparison. You will find Rad Melee is one of the hardest hitting offense sets in the game. For raw damage it outperforms Battle Axe, which is definitely a hard hitting set. Rad Melee also outperforms Battle Axe for raw DPS. War Mace compares better in terms of raw damage, being roughly comparable, but again falls behind in terms of DPS. The only set I can think of which produces similar raw hit values is Energy Melee and the only set which leaps to mind for better DPS is Claws. Yes, Rad Melee hits slower than most other sets--that is its balancing factor which keeps it from just blowing other offensive sets out of the water. 

     

    That all said, how a set feels is often meaningful to how enjoyable it is. For a similar feels but faster attack rate, I would suggest Energy Melee or Stone Melee.

    • Like 1
  10. 36 minutes ago, Shadowstormprime said:

     

    I feel like Shield/StJ might be the COOLER of the two options. I think Rad/StJ might be the more OPTIMAL though. I'd run StJ/Bio on a Scrapper, personally.

     

    There are certainly merits to Shield/StJ. 

    • Thumbs Up 1
  11. 1 minute ago, BuiltDifferent5 said:

    I feel like it could be a cool “Sun powered” Superman concept. They seem pretty synergistic on paper.

     

    I am currently trying to work Fold Space into mine and unlike with most of my other Tanker, the Build Up power so its yank foes in, go to three combo points, dish out area damage from both offense and defensive sets.

  12. On 3/29/2025 at 10:17 AM, TheMoneyMaker said:

    Back in the day people would 6-slot powers for damage, and they ruled like gods.

     

    Did they hit anything, or were they confining themselves to even con opponents?

     

    Some sort of recollection on the need of the developers to nerf player overperformance demonstrated by showing a developer taking on a +5 foe and defeating it being followed up by people asking how the developer so reliably hit the +5 target and the need then by the developers to backtrack comes to mind as occurring before ED, as well as there being a movement amongst some of the players complaining about how everyone slots in the same manner.

     

    And while it is fuzzy, I am pretty sure my preferred slotting was more along the lines of 2 Accuracy + 4 Damage. But like I said, its been a long time.

  13. On 3/25/2025 at 12:19 PM, mistagoat said:

    P.S. My clone at the end of Posi already had Lightning Field! I can't get that till 41 at the earliest, wassupwitdat????

     

    Clones and Duplicates (Protean Arc) cheat and have powers you do not have at the levels where you encounter them.

     

    I have a screenshot somewhere of my duplicate on the Protean Arc hitting my character for over a 1000 damage when the character in question was in his low 20s.

     

    Edit: Found it...My double has Crushing Uppercut, which he used from stealth for the crit hit.

     

    • Like 1
  14. 1 hour ago, fxds said:

    After this thread and looking around a bit more, I've settled on Energy Aura, so thank you for the recommendation.

     

    As you have some overlap between power effects between primary and secondary (endurance recovery/healing) you have flexibility in choice of which to take/use, leaving open slots for other powers. DM grants you a long lasting damage buff, EA grants you recharge--just have to be able to maintain the endurance expenditure and both sets have powers for that. You should lean into +Recharge as it makes everything smoother.

  15. 1 hour ago, hakurr said:

    1) i eliminated Scrapper due to with soloing most of the time i did not want to deal with runners and eliminated Brute after looking at my builds and tanker just out shines brute on resists, Defense, and damage for my build  

     

    I say such things and people act like I've pooped in their coffee cups as they are having morning breakfast.

     

    I will note as well, Shield on a Scrapper has a taunt aura: Power 'Against All Odds' (Scrapper_Defense.Shield_Defense.Against_all_Odds)

     

  16. @hakurr, seeing as there are replies in the other melee AT forums, I will respond here....

     

    Highest damage is going to be Scrapper. If you go that route, go Shield before Bio, before Stone.

    Highest survivability is going to be Tanker. If you want to blow everything else out of the water as goes survivability, go Stone, before Bio, before Shield. 

    Not that any of the armor sets you have listed are going to suck or that any cannot be a good base, but if you're squeezing out every ounce of performance.....

     

    Brute is, theoretically between Scrapper and Tanker in survivability, but with the right build a Scrapper can be so survivable you'd never notice in comparison to a Brute. But a Brute will -=NOT=- equal a Tanker's survivability.

     

    Brute in theory is between Scrapper and Tanker as goes damage but Tanker overflow in survivability and so can dedicate more resources to upping damage and have larger area effects. A Brute might manage more damage on a single hit but for clearing maps, Tanker will come out ahead. So your order is Scrapper > Tanker > Brute.

     

    If you decide to go Brute, EM/Bio should be pretty beastie. Electric Melee is pretty mediocre regardless of AT, though I do have an Elec/Energy Scrapper I am working up who has performed better than any other Electric Melee character I have tried.

×
×
  • Create New...