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Hogunn

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Posts posted by Hogunn

  1. On 2/22/2020 at 9:19 AM, crkohl said:

    I don’t have a build handy, but Staff/Dark is a great combo both thematically and practically. Using Staff’s Form that reduces endurance costs helps while leveling the very end hungry /Dark. Plus the +Def from Guarded Spin is always welcomed on a mostly-resistance set.
     

    I was considering rolling this combo on a Tanker soon to take advantage of the new AoE changes. If I get a chance later, I’ll try to make a build for a Scrapper.

    Don’t do it. I have a 50 Dark/Staff Tanker. IO’d out very well and Alpha slotted. Amazing survivability. It feels like I am hitting baddies with a toothpick though. Anemic damage. Rolled a Shield/Street Justice tank. Amazing defence and offence. Having said that I love the them and now am wondering if I should try the combo on a Scrapper lol. 

  2. On 2/13/2020 at 12:22 PM, Infinitum said:

    The Sheld part i have been Maining since october, so i know for a fact thats solid as a rock.  I have an electric melee stalker so im pretty sure i covered your bases on that to, in fact i may roll a tank like this just to see how it does.

     

    Hope this helps.

    Tanker (Shield Defense - Electric Melee).mxd 5.6 kB · 15 downloads

    I am thinking of starting a Shield tank (was also thinking Rad but I love AAO and Shield Charge on my stalker) but can’t make up my mind on a secondary. What are you running for a secondary on your main? Leaning towards Dark. Not much aoe but extra -Tohit and Soul Drain. Thx

  3. 26 minutes ago, Bronana16969 said:

    One or two force feedbac'ss max, as it means less damage procs being slotted into your actual attacks.

     

    Crowd control is a good option for force feedback.

     

    Most sets can be capped at (5) as that's where the biggest bonus (+10% recharge) are attained.

     

    I'd personally try to squeeze in a full reactive armor if you can, as well as a full preventative medicine in your heal.

     

    I also like a panacea 5 set.

     

    That's 3 sets that give big recharge, which is crucial for minimizing attack powers for a smooth attack chain.

     

    PS. Whirling mace is absolute balls.

    “Whirling mace is absolute balls”

    this is good? Asking for a friend who just rolled a War Mace/Bio Scrapper 😉

  4. I was working on the Faultine exploration badges today. There are three that do not appear to be where they belong. Apex, Newsman, and Faultless Mystic. On advice i checked Echo Faultline and I was able to locate Newsman in the exact location it was supposed to be in regular faultline but was't. The other two didn't work because the locations don't exist in Echo. Can anyone confirm this? Possible bug?

  5. 2 hours ago, Riverdusk said:

    Yes, just not near the same levels.  At level 50 you'll be at about 35% def debuff resistance.  If you take the tier 9 power you can get up close to 70%, but it isn't permanent.  I'd say katana/Ninja has less of an issue just because you can stack so much extra defense with divine avalanche (at least against melee/lethal) when you need it to overcap and just absorb the occasional debuffs that might hit you.

     

    In exchange you get a lot more utility with a heal, endurance recovery, a confuse, and a ghetto travel power built in.  Can potentially give you more build freedom as you don't have to spend power picks on a travel power and/or aid self.

     

    As previously mentioned, it also actually has some very nice psi resistance and psi can sometimes be one of the biggest weaknesses of a positional defense set.  

     

    Shinobi also allows you to start every fight with an almost guaranteed crit (somewhat similar to a stalker), which is a decent damage boost, something often overlooked.  Can use it to help take out a troublesome boss or annoying sapper, etc., or lay down something like Lotus Drops and get a sea of crits to start.

     

    Only drawback to the set for me is no taunt aura.  Thematically it makes sense, but it means be prepared to chase down runners sometimes.  Luckily it has a big +speed power in it so you can chase them down fast.  Being SR you should already have a feel for that.

    That's great. I will try it then. Thx

  6. On 1/16/2020 at 7:39 PM, KaizenSoze said:

    Thank you for the feedback. I have included your suggestions.

     

    If you want to solo or speed run the Cavern of Transcendence Trial

     

    First you will have to unlock the task force via completing the The Heart of the Hollows (12-14) arc. This can be done via Oroboros. The arc should take about 30-45 due to the number of glowies, kill alls, and finding Atta in a very large map.

     

    Task force level: 15

    Reward merits: 2

     

    What I think is required to solo this task force quickly:

    Stealth - super speed is probably enough, but keep reading. SG bases can have an invisible power station which provides very good stealth.

    Personal Mission Transport or Team Mission Transport - can be purchased from the P2W vendor

    Full load of inspirations. The kinds depend on you build, blues if you have end issues, etc...

     

     Optional, but very useful

    Flight - get it from the P2W vendor

     

     

    One you have started the task force, use the personal or team transporter. This will take you right the mission door, skipping the whole tunnel maze.

    Travel to each obelisks and click it. The paragon wiki is out of date. Homecoming allows to click the obelisks one at a time.

    Fly is very useful here as there is lava everywhere and if you touch it stealth drops.

    Sometimes there are mobs near the obelisks. Just position yourself carefully behind the obelisk and it's safe to click.

     

    Once all the obelisks are clicked the north door can be opened.

    I would clear the group in front of the door, the end monster, Koago will often run around. The last thing you need is to fight two groups at once.

     

    Koago the final monster:

    • Not a giant monster. It's regeneration rate is not very high.
    • Weak to knockdown or knock back

     

    The fight can take several minutes because you're only level 15 and have limited powers. So, manage your inspirations carefully.

    Ranged attacks work well because you can stick to the ceiling in the outer chamber.

     

    If you are a stalker, illusion controller, or have very high levels of stealth. You slip by Koago and kill the two monsters holding Sam Wincott. This will complete the TF.

     

    Normal way, defeat Koago, rescue Wincott and you're done. It took me 13 mins to complete with my ice/ninja stalker. 

    Stealth everything and ignore Koago. That only took 4:33 with my ice/ninja stalker.

     

     

     

    I tried this one this morning. The mission map did not work. Is that how it is intended?

  7. On 12/12/2019 at 1:40 AM, City_of_Jedi said:

    Fellow Scrappers!  I seek the support of our finest scholars in the following submission!  This is a proposed build wherein I am seeking feedback.  (Currently level 43 with almost entirely standard IO's). 

     

    The first issue is Incarnates, because I am mostly clueless about those.  I'm curious to know what is conventionally done.  My only pick so far is Tsoo Core because apparently they are one of the better ones in terms of DPS, and because it fits the theme. 

     

    The second issue is Exploding Shuriken.  Originally had Frozen Blast in there, but it seemed like overkill, so I switched to Annihilation.  Is there a better option?

     

    There may be other issues that I am not aware of.  It is over the softcap for Ranged, but perhaps this is useful as a bulwark against defense debuffs or tackling Incarnate content.  I am not sure if this is useful for that purpose, but I assume that it is.  It does not have perma-Hasten, but it appears that it is achievable by having Agility in the Alpha slot.  If someone could speak to the issue of Endurance sustainment, that would be welcome, because I do not know what to expect at this level of gameplay. 

     

    Edit:  Please ignore the second slot in Kuji-In Rin.  I'll probably move it over to Health or something once I have enough recharge rate to no longer need it! 

     

     

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Katana-Nin: Level 50 Natural Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Ninjitsu
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    Level 1: Sting of the Wasp -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(5), Mk'Bit-Acc/EndRdx/Rchg(7), Mk'Bit-Acc/Dmg/EndRdx/Rchg(13), Mk'Bit-Dam%(37)
    Level 1: Ninja Reflexes -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(15), LucoftheG-Def/Rchg+(31)
    Level 2: Flashing Steel -- Obl-Dmg(A), Obl-Acc/Rchg(3), Obl-Dmg/Rchg(5), Obl-Acc/Dmg/Rchg(7), Obl-Acc/Dmg/EndRdx/Rchg(15), Obl-%Dam(37)
    Level 4: Danger Sense -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(17), LucoftheG-Def/Rchg+(31)
    Level 6: Shinobi-Iri -- LucoftheG-Def/Rchg+(A)
    Level 8: Divine Avalanche -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(9), CrsImp-Dmg/Rchg(9), CrsImp-Acc/Dmg/Rchg(11), CrsImp-Acc/Dmg/EndRdx(23), DefBuff-I(39)
    Level 10: Build Up -- RechRdx-I(A), RechRdx-I(11), GssSynFr--Build%(37)
    Level 12: Kuji-In Rin -- RechRdx-I(A), RechRdx-I(13)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(40)
    Level 16: Seishinteki Kyoyo -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(25), EffAdp-EndMod/Acc/Rchg(31), EffAdp-Acc/Rchg(39)
    Level 18: The Lotus Drops -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(19), SprScrStr-Acc/Dmg/Rchg(19), SprScrStr-Dmg/EndRdx/Rchg(21), SprScrStr-Acc/Dmg/EndRdx/Rchg(23), SprScrStr-Rchg/+Crit(34)
    Level 20: Kuji-In Sha -- Prv-Heal(A), Prv-Heal/EndRdx(25), Prv-EndRdx/Rchg(40), Prv-Heal/Rchg(40), Prv-Heal/Rchg/EndRdx(42), Prv-Absorb%(43)
    Level 22: Kick -- Empty(A)
    Level 24: Tough -- Ags-ResDam(A), Ags-ResDam/Rchg(45), Ags-ResDam/EndRdx(45), Ags-Psi/Status(46), GldArm-3defTpProc(46), UnbGrd-Max HP%(46)
    Level 26: Soaring Dragon -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(27), Mk'Bit-Dmg/Rchg(27), Mk'Bit-Acc/EndRdx/Rchg(29), Mk'Bit-Acc/Dmg/EndRdx/Rchg(29), Mk'Bit-Dam%(36)
    Level 28: Bo Ryaku -- StdPrt-ResDam/Def+(A)
    Level 30: Weave -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def/Rchg+(42), ShlWal-ResDam/Re TP(43)
    Level 32: Golden Dragonfly -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(33), SprCrtStr-Acc/Dmg/Rchg(33), SprCrtStr-Dmg/EndRdx/Rchg(33), SprCrtStr-Acc/Dmg/EndRdx/Rchg(34), SprCrtStr-Rchg/+50% Crit(34)
    Level 35: Blinding Powder -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(36), CrcPrs-Acc/Conf/Rchg(36), CrcPrs-Acc/Rchg(39), CrcPrs-Conf/EndRdx(43), CrcPrs-Conf%(45)
    Level 38: Kuji-In Retsu -- RechRdx-I(A)
    Level 41: Caltrops -- Rgn-Knock%(A)
    Level 44: Shuriken -- Acc-I(A)
    Level 47: Exploding Shuriken -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(48), Ann-Acc/Dmg/Rchg(48), Ann-Acc/Dmg/EndRdx(48), Ann-Acc/Dmg/EndRdx/Rchg(50), Ann-ResDeb%(50)
    Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 1: Brawl -- Empty(A)

    Level 1: Sprint -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(17), PrfShf-End%(21)

    Level 50: Tsoo Core Superior Ally
    ------------

     

     

    I've always run with SR and am intrigued by Ninja. Does it have any defence to Defence Debuff's?

  8. 19 hours ago, Coyote said:

    With IOs and how easy they are to get here, the game has gotten really easy.

    Easy game, no need to learn how to play it right. You still win the missions without much difficulty.

    When debt mattered, and learning how to survive Vahzilok was a practical necessity, and squishies pulling Paragon Protectors onto themselves by not letting the tank pull and bunch at a corner, players learned how to play more efficiently.

     

    Now the game is easy enough that you can button-mash your way through content, so... fewer players are FORCED to learn. And then the playstyle of "just blast, baby" becomes more viable, and then it becomes more common. And players see teams playing like this, and learn that this is how to play.

     

    Why is it accepted? Because many issues ago, playing like this really did lead to debt and to much slower progress. Now... it slows down kill speed, but given the lower level of threat in the game, it doesn't have the obvious impact of a wakie-wrapped clue-by-four to the face that will teach more players to play right. Maybe they don't notice the slower kill speed, and without the obvious "you did something wrong" of that "hospital or base" option menu in the middle of your screen, probably they don't realize that they're Doing It Wrong.

     

    Now, if we could force everyone through a training regimen of Vahzilok missions in the teens, I'm sure that the problem would go away 😛

    I remember playing during Issue 1 just after the game opened. I was a (very) lowbie fire/fire blaster running around exploring in KR. Somebody was running from a Vahz that they had aggro'd from up in the map. It was level 10 or 11. I was, WTF is that???? Anyway, it was over quick and after that I always had a hate on for them lol. Running against Vahz with a fire/fire blaster when this game opened was Suicide.

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