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Everything posted by Erratic1
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For my latest scrapper, The Restless Dead, I had originally gone with jacket and slacks: Still, it did not seem practical fighting super villain in easily shredded civilian clothing. As much as I HATE to draw from previous work, I admit to tweaking a design I had previously used on my character Pearl Wraith Then I figured that since I was paying homage with Pearl Wraith's costume design I could go one step further and homage another comic book character:
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According to Mid's, your Endurance Recovery is 3.38/s and your Endurance Use just standing around is 2.92 if you're not doing anything, which leaves 0.46 End/s for attacks. That seems a bit low. If you run up on a group and do Follow Up, Spin, Shockwave (not saying you would actually use that attack sequence) you will have spent 21.03 endurance over 3.883s during which you would recover 1.79 endurance, leaving you down 19.24 endurance. It seems to me any but the shortest fights would leave you out of endurance. But its early in the morning and I may be missing something.
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Street Justice - Ninjitsu build, looking for critiques.
Erratic1 replied to RiskyKisses's topic in Scrapper
I cannot say about scrapper vs stalker, but if you want more damage out of Street Justice, your choices are: Shield - Against All Odds: Variable damage boost based on the number of nearby foes Bio - Offensive Adaptation: Fixed 31.25% boost to damage with the downside that your resistances are all lowered by 7% Electric - Lightning Reflexes or Super Reflexes - Quickness: Fixed 20% boost to +Recharge meaning you attack faster at the expense of higher endurance expenditure Energy - Entropic Aura or Radiation - Beta Decay: Variable +Recharge based on the number of nearby foes with corresponding variable increase in endurance expenditure Of the lot, probably Shield is the easiest to manage as it just happens for turning on a toggle and has no real downside. -
Taunt is less necessary than situationally nice. Even without it you should have little trouble keeping aggro.
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That's why my SS/Bio Brute took Cross Punch. Never paired Inv and SS together on any character but have played them both. So I cannot answer the questions, "What do you like more than INV/SS? Why do you like it?" If Regen were an option I would suggest it. But instead I will take Willpower as the suggested alternative even though I have never played it since it seems to go for a much more layered approach than Invulnerability (yeah, I know about Invincibility, but still...). Then you could go for one of the damage sets which faster animating attacks. Say like Claws, Dual Blades, or Savage Melee. Or did you mean you wanted a visual change of pace from graphically sedate powers? In that case I'd suggest Bio/Ice or Bio/Spines. 😁
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I am pretty sure the threshold for it not being true is lower than that. Looking at my latest Tanker, he has 36 of his 67 added slots outside his primary and not in things like Toughness or Weave. While he has 12 IOs slotted, they have one for one replaced the SOs he had in the slots. which I know because he has never been respec'd. He's been a perfectly fine Tanker during the entire levelling process. I'll also mention that 31 of those 67 slots are empty, and this is at level 50. Those slots have NEVER had anything in them because I do not purchase SOs from level 28 onward, preferring to maximize and save the incoming influence for set IO purchases by slotting crafted common IOs so I do not have to keep upgrading/purchasing SOs. I add slots where I think I will want them in a finished build but will often leave them empty in anticipation of filling them later. While I invariably am wrong on slot placement, coming up with tweaks and refinements to the target final build along the way, I tend to get close enough to be able to slot IOs as I manage to acquire them according to plan. Sure, a fully slotted Tanker in a group with absolutely no healers would be tougher than I am during the levelling process. But unless the level of missions has been substantially dialed up, I do not have much of a problem in such situations given I chose a primary set coming with both healing and endurance recovery and know how to use inspirations.
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I am sure there are a lot of things people have never done in the game, but some things are more natural for people to do (play to level 50) than others (slot IOs). And some are outright weird. So, what is the thing you see done all the time that you have not done? Kicking things off... Never have I ever paired primary and secondary powersets of the same theme. Not a single character has ever been X/X along the lines of Fire/Fire, Dark/Dark, Ice/Ice, etc.
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Energy Aura glances up, notices its the AT that doesn't get access to it and shrugs.
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No, there was no intention whatsoever to take Tough. Though PLVRIZR was right, it could serve as a mule slot with no intention of ever activating it.
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Since it is not a horrible power, I'm going to leave it in as your, "Oh Shit!" button. What follows commits the sin of not capping S/L resistances. I feel dirty presenting it (second time I've done this in 24 hours...I'm gonna have to scrub real hard to purify myself). On the other hand, why have scaling resistances and an, "Oh Shit!" button if you're not going to use them? I tried to keep as much of your slotting as possible though I did dump Hand Clap and took you out of Energy Mastery since your Recovery was higher than I thought likely to be utilized. In exchange you got Arctic Mastery, mostly with an eye towards Shiver. Someday I am going to have to play with it, but the idea is that stuff shouldn't get to move around much or make a ton of attacks since Shiver inflicts both 95% movement and 52% recharge debuffs over a 135 degree arc out to range 67. Even without Hasten up it recharge in 13.9s and has a duration of 13.6s, so you can pretty much continuously keep a group of things under its effects (I may have to reconsider my Elec/Rad/Mu Tanker's choice of Mu for Epic). It would have been nice to put some damage into Ice Storm but you can't have everything.
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I will admit I have never used it. Broadly, most T9 armor powers drain your endurance to nothing when they expire, which is typically a very bad thing if you're in combat at that point. If you have a way to get your endurance back quickly or the power does not do that (Bio's T9 for example) then you take them. The wording on Meltdown suggests you lose a small amount of endurance. Not really wanting to respec my Rad Armor tankers just to find out if the power is workable. However, removing it while working on the build did point out to me that the massive overcapping of your resistances was because the power had been toggled on. So turning it off and dropping the resistances across the board by roughly 30% puts you are capped S/L/F/E/T resistances with solid N, and decent C/P. I am going to have to hunt around to see what I can find about Meltdown's penalty. Edit: Okay, it only takes about 10% of your endurance when the power ends. So its relatively safe to take.
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Meltdown...I hope the plan was to never use it beyond as a slot mule?
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You also do not need Knockback->Knockdown in Thunderstrike as the magnitude of the Knockback in Thunderstrike is lower than 1, so it knocks things down already.
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I am far from the build expert and being the tanking guru but to my novice eye.... Your resistances are all overcapped with S/L/E/N/T all being way over the cap. (Angels cry every time a Tanker takes Tough.) You have basically meaningless levels of Defense. Due to how Mid's works it appears you've got godlike levels of Haste when in reality you're going to only be at 50% for 66s out of every 450s and 120% when Hasten is active. Force Feedback procs only do you any good if you use the power and its hard to see why you'd ever use Kick And while I am not in the camp that says ALWAYS TANK TAUNT, did you consider taking Taunt? 😛
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The general idea with Bio is you will cap S/L Resistance and F/C/E/N Defense. Beyond that, you have your emergency/fallback tools to use when things become nasty. Your general failure mode is DDR, and since your F/C/E/N resistances tends not to be the highest this can lead to suddenly being dead when everything was fine just a few seconds ago (unless you follow best practices by using your fallback power that trigger off the number of foes nearby the moment you enter a crowd). Not saying the following is wise. It is definitely not the end all, be all that one can be but rather follows my quirk of avoiding superior/purple/winter sets.
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The description of each set on the wiki tells you what type of protection it provides. Look up Electric Armor. The power descriptions repeatedly make reference to +Res (resistance). Likewise Energy Aura will refer to +Def (defense). Particular abilities within primary and secondary working together cut is something that happens regardless of the type of protection offered most of the time though there are edge cases. The recommendation to you is one since the primary, which debuffs foes To-Hit, combines with the secondary, defense oriented meaning your odds of being hit are reduced, for greater impact. The limitation here is that you are only getting the combination against targets you're hitting. Miss or have something you're not hit come along and you're getting by only on your secondary set's defenses. Of course that is generally fine.
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King's Row near Independence Port exit I think
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You really are going to have to get Mids and learn to cook for yourself. 🙂 In the meantime, without any thought put into this whatsoever, and definitely not suggesting you use it, this is what I get when I take the design of my very first IO'd character, a Savage/EA scrapper and literally just turn the powerset selector to Claws (which is why Slash has no enhancements in it). Treat it as a starting point on getting to certain defensive totals. And per usual with builds I post, no purples, no superior IOs utilized:
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Dark Armor is known for its endurance woes. And sure, other sets have issues and weaknesses...they all do. But nothing sucks quite like not being able to do anything because you're out of endurance.
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Is a newbie going to realize it can be worked around? They are a newbie after all. Why not choose a set with less of a hill to climb?
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Not sure I'd inflict Dark Armor's endurance cost on a newbie.
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I should have been more specific since the zones do have multiple musics. The two I use as ringtones are: Steel Canyon - Copper District Founder's Falls - Williams Square
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I am pretty sure none of them do, but they tend to bring other things to the table that Invulnerability lacks as a tradeoff. Still, those tradeoffs are a matter of taste and won't appeal to all.
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Is there a resistance based set that comes with DDR? Edit: Well, other than Invulnerability that is.
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Spent most of the weekend working on other characters but gave a little bit of time to running up a DM/Bio scrapper. Running with negative resistances in Offensive stance until Tough at least brought his Smashing/Lethal resistances up out of the negatives was painful but the damage bump was definitely noticeable. He's level 27 now with a single Accuracy SO in his attacks and 3 Endurance Mod SOs in Stamina. Considered some of the experiences on my Brute (SS/Bio running mostly Efficient) in regards to enemies who debuff Defense in relation to this guy (DM/Bio running in Offensive) as well as noticing how helpful it was (especially when still dealing with negatives resistances) Ablative Armor was to survival when running TFs on the DM/Bio and decided it was really important to get Ablative Armor to as close to perma as I could get within my usual context of no superior or purple IOs. The trade off was dropping from capped S/L resists in Offensive stance to 70% but Ablative recycles in 33s. And he will become a bit more durable once Genetic Contamination unlocks. Edit: Siphon Life hits like a truck. Guess I'd forgotten that since I last played a DM character.