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Aracknight

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Everything posted by Aracknight

  1. Well...it does seem to be heading in the direction of an artificial penis measuring contest, so sure. I was mostly making an inside old forum joke on a string about not liking inside old forum jokes. What's nice is that it can hit everyone.
  2. In the long ago live times, oh around I8-I9 when I started, before alternate animations, my MA/SR Scrapper made some interesting choices. At the time, Cobra Strike did no damage, it only stunned. So I replaced it with Jump Kick since I was taking Super Leap and IDGAF then or now about Combat Jumping. I also didn't like the "smell my foot! Now smell it again!" animation of Crippling Axe Kick. So I took Air Superiority instead. Without Fly. My Attack chain was something like Storm Kick-Air Superiority-Jump Kick-Dragon's Tail-Eagle Claw-Crane Kick. I didn't do a lot of damage, but I thought it looked awesome. I also had no idea about "Real numbers" yet, so I slotted my SR passives higher than my toggles because toggles used END and if my toggles ate my END, what was I gonna attack with? What I learned most, though, was how some of my gimpy attacks were better for defense/mitigation than my (unknown to me at the time) gimped-out armor set. I learned that if a mob was knocked up, or down, or away, it couldn't attack me while I stomped it to death, and instead of dueling with RNJesus over defense, I dueled with it over my knockaround powers. I think that experience is why I don't "get" why everyone hates knockback. I loved it because at the time, because I knew so little, it was better than defense for me. Oh, and a level 40s ish team playfully yelled at me for not taking Practiced Brawler. 😛 Edit: I just realized I could replicate that chain, except for the Crane Kick, on a Blaster with Martial Combat now. And the first thing I ever did was learn how to play it with crappy defense. Huh. I might have a weekend project in making a Blaster version of my main as a change of pace from the Scrapper/Tanker/Stalker/Brute version. Neat. GOOD FORUM QUESTION!
  3. Lol. My true first reaction take to the post title "Scrapper Rules?" was "Why yes, yes we do."
  4. These? On the Care and Feeding of Your Scrapper (V2.0) So, you've decided to make a scrapper a part of your team, congratulations! Not everyone is suited for the time and care required by a scrapper, however, so it is necessary to understand your scrapper in order to gain the most appreciation and enjoyment from your association. So, before you enter into such a commitment, do your research! Make sure this is the right thing for you! Section 1: Varieties Many people will tell you that the most important choice in a scrapper is his inherent powers. Some will tell you a Spines is better than one with Claws, or those who demonstrate tool-using abilities are favored over those who simply use the gifts of Nature in their work. Still others will argue that the scrapper's gifts of survival are more important; that those who can reduce or avoid damage are inferior to those who have learned the abilities to heal more rapidly (and thus, reduce trips to the vet for cases of the snuffles). This is, in a word, untrue. The scrapper is a creature which, by nature, thrives in the madness of melee combat, and the method of that survival is irrelevant provided they have learned HOW to survive. The different varieties of scrapper, therefore, are more a psychological matter than physiological. In general, there are three main varieties of scrapper: 1. The Wild or Savage Scrapper (Scrappus Devastatus, sometimes known as Scrappus Solous): The Wild Scrapper is a truly unique creature, and the second most rare type of scrapper. Scrappus Devastatus is the scrapper which has never teamed to any significant degree, and is utterly unprepared for the dynamic of a team. The Savage Scrapper is so completely rare due to the nature of Task Forces and Trials: situations which force a team experience upon anyone who attempt to take them on. The solution for Scrappus Devastatus is obvious; he can opt to avoid them entirely, which is more common, or, in a particularly aberrant and extreme example, will ask others to join him solely for the purpose of starting the Task Force, which he will then proceed to finish alone. A similar difficulty for Scrappus Devastatus is the existence of the Arch Villain, that most notorious of opponent. These adversaries are inevitably met by one of three responses: He is either avoided entire, much to the scrapper's annoyance; he is taken on in a straight up-fight, which will either send the scrapper to the hospital, repeatedly, or else serve as a point of pride throughout the scrapper's career, or he will be outlevelled and summarily trounced. Note that this creature is not stupid by any stretch of the imagination. Due to experience as a young hunter, Scrappus Solous has little difficulty knowing when to retreat from a losing battle, and will do so if he feels it necessary. 2. The Feral Scrapper (Scrappus Paranoicus): This variety of scrapper is, by far, the most common of scrappers. The Feral Scrapper is that creature which has soloed for the vast majority of his career, only teaming for one of three reasons. Firstly, a Feral Scrapper may have felt the call of the Task Force, and thus joined in a team fora greater cause. Second, a Feral Scrapper may have run across an Arch Villain and, lacking the patience and utter and complete psychosis of the Savage Scrapper, chose to take the simpler solution and call together a team for the purposes of taking out this annoyance. Third, the Feral Scrapper is not completely without compassion, and he may have taken pity on another archetype which is unsuited to combat without assistance. As a result, the Feral Scrapper often has a good idea of the proper behavior in group settings, though he may take some time to adapt to the new settings. 3. The Civilized Scrapper (Scrappus Domesticus): The Civilized Scrapper, sometimes referred to derisively by the other varieties of scrapper as the "pet" scrapper or the "housescrapper," Scrappus Domesticus is the rarest breed of scrapper, although he is somewhat more likely to be noticed than the other two varieties. Whereas Scrappus Devastatus and Paranoicus avoid teaming unless there is some overriding compulsion, Domesticus has spent his entire career surrounded by other heroes and thrives in social settings. As a result, this breed has developed a "team sense" far in advance of his contemporaries, and is willing to do whatever is required for the good of the team. He is equally content playing the role of tanker or melee powerhouse as he is protecting the less resilient members of the team from stray villains, and whatever role he is given, he will likely still maintain this "guard dog" mentality, should any villains manage to escape him and go after the less offensive members of the team. A note of Caution: It is IMPERATIVE that you determine exactly what form of scrapper you have adopted. It is not always a simple matter to determine from superficial appearances or short-term experience. There is many a Wild Scrapper who has been mistaken for a Civilized simply because he displays patience in the initial stages of team forming, or is capable of chatting amiably to pass the time. Likewise, it is possible for a Civilized to be mistaken as a Feral or even Savage due to impatience in beginning the task, simply because he is so eager to prove his worth. Note also that it is possible for a Scrapper to spend time duoing extensively and still maintain his Wild nature. The dynamic of a duo is radically different from a full team, and that a scrapper participates in a long-term, successful duo is only proof that even a Wild Scrapper is capable of adapting to the particular idiosyncrasies of the partner he has taken as his own. Indeed, it is not at all uncommon for the Wild Scrapper, in a display of paternal or maternal instinct, to "adopt" another scrapper or even a "lesser" archetype for protection and guidance. Section 2. On the Care of Your Scrapper. Note that Scrappus Domesticus is an inherently team-oriented creature, and most of the following information is, therefore, inapplicable. However, it should be noted that all scrappers are capable of fulfilling many roles, from bodyguard and "boss assassin" to light tanking duties. Therefore, one should not assume that even a Civilized Scrapper automatically knows what you expect of him; in ANY team setting, it is imperative that all members know the proper tactics and roles of all members. Scrappers tend towards loners and soloists; indeed, many aspire to solo even archvillains by themselves. This is not due to any inherent antisocial nature, rather it is a state of independence and self-sufficiency. Properly cared for, a scrapper can be quite jovial and friendly. The result of this nature, though, means that scrappers are, in many cases either unwilling or unable to admit the need for support on a team. In recognition of this unusual nature, it is important to follow several guidelines. 1. First one in. In this case, should you have a Tank in your team, it should be made clear to the scrapper that the Tank is the point man. Scrappers are used to being the ONLY person on a team, so when they are ready, everyone is. Likewise, they are used to being the sole point of attention, and many regard themselves as a form of tank, or, more often, as a living blender. In this case, communication is required. Note that this is more pronounced among the Wild Scrappers than the Feral. Ferals will usually take the time to check everyone's health and endurance before charging in, although they will likely be out-of-practice in the beginning of the team experience. Watch your scrapper in the early stages of any team and make sure he knows not to leave until you are ready. It is best to prearrange a signal (such as "ready") so that he will not mistake a pre-fight checkup for being prepared to assault. 2. Defined roles. Also resulting from the scrapper's tendency of soloing is his tendency of thinking of himself as the "everything man." He grabs aggro, destroys bad guys, and in many cases, takes care of healing and buffing himself. In teams, therefore, it is not unusual for a scrapper to play exactly as he would outside a team. Again, communication is critical. First, the scrapper must know what you expect of him, and you must find out what he expects of YOU. This might seem obvious, but I have found that in many teams, the players are so used to the roles of different ATs being so well-defined that the wild-card nature of the scrapper is overlooked. Note that this rule applies even to the Civilized Scrapper, and is a cardinal rule of teaming with a Scrapper of any breed. 3. Scrapperlock. This, then, is probably the most important aspect of the scrapper to account for in a team. Scrapperlock is a nearly-constant and utterly incurable condition. This condition ranges from the need to be smashing thugs nearly constantly to gunning for that ONE GUY that put him down regardless of the cost. As a result of this condition, it is necessary to allow the scrapper to cause havoc in his own fashion. In many cases, this is simple: Scrappers are designed to take on bosses, so let them handle the boss. However, the issue arises when there is no boss in a particular fight. In this case, blasters take especial note, a scrapper will choose a "lesser" target, usually a Lt, and designate it has his own. It is imperative that no one else fire upon this target AT ALL. This is "the scrapper's;" terminating it or assisting can injure the self-sufficient pride of the scrapper. If "assistance" is rendered repeatedly, disgruntlement can be fostered leading the scrapper to do something dangerous, such as hare off on his own, simply so he can find and terminate a target without interference. Note that there are three conditions where firing upon the target of a scrapper may be forgiven. A. If a target is nearly terminated and it would be a waste of both time and endurance to finish the target, it is permissible to finish the target of a scrapper. In many cases, this tendency will around the scrappers paternal or maternal nature; it is not uncommon for scrappers to come to an informal agreement, sometimes unspoken agreement, with a defender for the purposes of terminating nearly-defeated targets. The defender feels that he is contributing to the team, while the scrapper spends more time taking care of the important targets. B. If a scrapper is taking a long while about terminating his target, to the degree that it is impeding the team, then it is permissible to join in. Note that the scrapper will become annoyed if there are a number of targets still active when a person decides to "help out." If there is another target to engage, do not attack the scrapper's target! Not only does it waste team resources, but a scrapper who is repeatedly "assisted" in this manner will begin to feel that he is not trusted to finish his own chosen targets. This lack of trust can be fatal to a team's cohesiveness. C. If a scrapper is in extreme danger and may be defeated by his chosen target, it is permissible to fire upon the scrapper's target. Note that it is rare for a scrapper to be outmatched by a single target, and he is more likely to run into trouble by being outmatched by a great many targets. In this case, it is generally more efficient and acceptable to terminate those targets the scrapper is NOT engaging over the one that he is. Regardless, saving a scrapper's butt is rarely something to foster discontent. Addendum: Massive targets, such as monsters and Archvillains, are fair game. Few scrappers save the most utterly Wild will consider "claiming" one as his own. Section 3: Misconceptions. 1. The primary misconception for scrappers is "they don't care about debt." There is nothing further than the truth; scrappers of all types are as frustrated and annoyed by debt as anyone else. However, there are some mitigating factors. Firstly, scrappers tend to be used to debt. The joke is that blasters are used to debt, but a smart blaster can quickly learn the art of "snipe and run." in this manner, any blaster can whittle down an overwhelming pack over time to something more manageable with minimal risk. The same cannot be said of scrappers. In the early game, a scrapper's defenses are no better than a blaster's, and while he may have more hit points, it is nowhere near a tanker's level. Thus, a relatively defenseless scrapper has to charge headlong into melee with multiple enemies and hope he comes out on top. This can produce a wisdom of when to cut and run for a scrapper, as well as how to hunt down the villains on the fringe of a group. It should be noted that this tendency can be a dangerous affair for a Wild scrapper. Unused to the team dynamic and knowing that "running away" is a workable solution, Scrappus Devastatus will often take this solution. This can, obviously, both take the scrapper away from the support of his team and draw bad guys straight toward the team members they should be kept from. Be aware. However, on teams, scrappers are capable of amazingly heroic feats. Ferals and Civilizeds are usually aware that experience flows heavily on teams, and are thus more willing to make a personal sacrifice for the good of the team, especially since they tend to be more familiar with debt than other types. In truth, it is the time kept from combat that annoys a scrapper more than dealing with debt. A teammate who can teleport and resurrect will go a long way towards ameliorating this issue. 2. A secondary misconception of scrappers is that they're all "freaking psychotic." To that, I can only say, it's true. But it's not true that they're stupidly psychotic; a Scrapper will rarely attempt anything that is beyond his capability. A scrapper, by nature, is a creature that pushes the limits of his capabilities, so he often knows exactly what he is capable of. When he dives into a group of bad guys that should be well above his capabilities, teams often fear for his safety, and rightly so. But on the razor's edge is where a scrapper, especially Devastatus and Paranoicus, belong, and that is where they truly shine. So it is important that a team learn the strengths and nature of their scrapper, as well as the reverse, and learn to trust his judgement. When a scrapper tells you to stand in a certain spot and "let him try something," you might just be surprised. If you follow these guidelines, you AND your scrapper will lead a longer, healthier, fuller life! Disclaimer: while this post is intended to be informative and useful, it is also intended to be humorous. Laugh a little
  5. Eh... I easily get 70%recharge out of Quickness and set bonuses...which equals hasten...with no crash...so...I don't even take it. My PB recharges in 86ish seconds. I've never used or missed hasten. But fotm breeders are bottom feeders. 🙂
  6. Joking aside, there's good arguments on both sides of this that have been waged for absolute ages.
  7. I like the MSR for a number of reasons. Influence, and Experience when levelling characters up, but most importantly are the Vanguard Merits. I've found converting them and buying enhancements with them the most efficient and cost-effective way of equipping my characters, especially when it's time for ATOs and Winter-Os. I also enjoy them because once the battle in the bowl starts, you can chat amongst each other, drop puns, and that stuff is sometimes more enjoyable than the actual fighting and grinding. For me, the MSR raid is a far better experience than standing about listening to people beg for farms.
  8. Dual Blades/Dual Pistols Super Strength / any Scrapper
  9. I will never not hear that name like this:
  10. Hmm Not excited to see Dr Druid, but if we got a boisterous Hercules to carouse with Thor that'd be pretty awesome. She-hulk is on deck too, so maybe you're on to something.
  11. I'm a pretty hardcore marvel guy with a pretty good knowledge off comics and an ability to shrug of most adaptational changes....but I didn't dig this one. I fell asleep in the theatre during the first act. I'll give it another try on D+ but I'm not sold. I actually always kinda liked the Black Knight, with the Ebony Blade and the winged horse and such, but it was just a glorified cameo, which may be what turned me off.
  12. I'll quote my apology from my original post and reiterate that I'm sorry. I had a quick draw reaction on an off day. I hope you find what you are looking for and enjoy your Scrapper.
  13. Practiced Brawler would disagree. Elude too, if we're being 100% accurate 😛
  14. It never ceases to amaze me that as people post their long lists of accomplishments and level 50 characters, they directly follow it with another day, another "build it for me" post. I wonder if there is a level of cause and effect between people complaining about others not knowing how to play their characters and people coming here and asking others to build it for them. There's another string on these boards asking for a "beast" build. Truth is, any Scrapper can be a beast, and anything you build can be effective, fun, and awesome, if you know the ins and outs of it, what it can do, what it can't, and how to push it to your limits. I roll an old school MA/SR that I put into ridiculous situations every day. It has no taunt aura. It doesn't do Big Orange Numbers. But I'll take it into any situation any single day and twice on Sundays because I know what it can do and what it can't. If BillZ handed me his Scrapper build, I wouldn't know dick about how to use it because I didn't test it, I didn't put it through its paces, and all I did was trust that he knew what he was doing based on his (amazing and earned) reputation. But to get to that place, you gotta do the work to try to see what works and what doesn't. on your own, and then maybe ask for some feedback and tweaking after you do the work. Sorry guys, I'm usually a lot more positive than this. Sorry to OP and anyone else I ruffle with this. I must be having an off day.
  15. "Streamers" believing they deserve free stuff or special treatment in games, to me, is no different than "Influencers" believing they deserve free stuff or special treatment out in the world. I hate this entire generation.
  16. It resets all your power cooldowns. ALL of them, including accolade and incarnates, if I'm not mistaken. Unless you're asking if there's a time lockout between changing builds. I know when I change at a trainer It tells me I have to wait if I try to change too soon or pick the wrong one. Maybe 60 seconds, not 100% sure. Edit: wiki says Builds can be changed once every 15 minutes. So maybe not as meta as I had envisioned, if true.
  17. I sort of meant to have build three specifically for PVP, but I never really got too interested in that after the changes in i13 made PVP such a different animal. Currently build one is my "master" top of the line build. I tend to lean towards roleplay, so a lot of themes blend together. For example, my Scrapper has Mu Mastery and Ion Judgment. If I wanted, I could do Blaze Mastery and Pyronic. Or Mace Mastery and Arachnos Lore. I could use build two to expand to a different theme or even a different role. I could build it to be a little beefier for off-tanking, or I could use build two in a "Scraptinel" fashion and max out some ranged attacks from the epic pool and hover around blasting in large groups where my melee DPS isn't vital. I just think it's awesome to have options. And although I haven't ever gotten to it yet, I always considered playing a Kheldian, with Build 1 being Human, Build 2 being Nova, and Build 3 being Dwarf. I figure with the ability to swap builds with a macro, that'd be some meta-level tri-forming.
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