Jump to content

Obus Form

Members
  • Posts

    440
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by Obus Form

  1. Prediction:

     

    When electric aff and dark melee changes go live, unslotters will rise higher than 150k each.  Not big money, but I have 99k units, so it's a time to unload the volume thing.

     

    Unslotters, catalysts, and enhancement enhancers.

     

     

     

  2. 17 minutes ago, WillParkinson said:

     A question if I may? With the proposed changes to Shadow Maul, would you take the power or skip it? (Assuming the go live as suggested.)

    Likely yes I would take shadowmaul.  But it seems all the Dark Melee updates were cancelled?

  3. 1 hour ago, MunkiLord said:

    I rerolled my Elec/SD Brute from when HC just started to a Scrapper and it was like night and day. That combo for Brutes is underwhelming to say the least. On Scrappers it is a ton of fun. Once I feel like playing the combo again, I'm gonna reroll it as a Stalker and it will be even more amazing.

    Didn't you reroll to Blackbox Marketeer of UFC last night?

    • Like 1
  4. 30 minutes ago, DrRocket said:

    As is at this time Super Reflexes is totally broken, I tried to make it work, but it just not survivable.  I did get the character to 50 and really through mids tried to make it survivable and simply could not, had to many gaps.

     

    I gave up on it and deleted the character

     

    Regen needs a total make-up where they get true healing and endurance recharge as the other scrapper defensive sets

     

    V/R

    My friend, you need a big dose of /Dark Armour

  5. 1 hour ago, WillParkinson said:

    Hi again, @Obus Form

     

    I'm going to admit, I don't have a lot of knowledge with Dark Scrappers (obviously, since I was the one who started this post). I'm not sure what they're capable of. I don't beed to tank trials, but would love to run +4/8 missions. The only power I really want to have is Fly, because it's my favorite travel power, and it works with my origin story, but even that isn't a deal breaker. I do like fast recharges, if such a thing is possible with this build. I don't know if that helps any, but I very much appreciate any direction you can give my scrapper.

     

    Thank you!

    Hey @WillParkinson

     

    Attached below is a build that achieves almost 45% defense to S/L.  I put this build together making several assumptions (see below) and how my build will meet your assumptions.  If the assumptions are wrong, the build can be updated.  If there are several assumptions or choices you don't understand, feel free to ask me/the forum =).  No shame to ask.  The only shame is to assume without understanding why.

     

    Assumptions

    1) You wanted Dark Melee/Dark Armour for a scrapper, capable of soloing +4/8 missions, therefore you inadvertently need 45% S/L softcapped defenses.  You want to Fly.

    2) Convenience.  You want defensive powers that you don't have to manage (click), and specifically are on always.  This is important because there were several design choices made to give you this Convenience. 

    3) Assuming assumptions 1) and 2) are met, you want recharge

    4) Assuming assumptions 1) 2) and 3) are met, you want damage

     

    Choice reasoning:

    - Assumptions from 1) are met except 45% S/L defense softcap.  45% is the softcap goal, but I am at 44.8%.  It is very close and good enough to solo +4/8 but not the same as 45%.  We are at 44.8% because I assume you do not want to switch from Fly to Hover everytime you are in combat.  Hover gives you that extra defense to reach 45%.  You can easily switch from Flying to Hovering if you are okay using a macro to swap between those 2 powers.  However, given your post count and depth of the question, I assume you have not used macros yet or may not feel comfortable using them/making macros, and want the powers to just "keep you safe" without management.

    - Assumption 2) Convenience.  As per above, for the sake of you not having to change between Fly and Hover, I chose to slot your powers in such a way that does not require the Defense buff from Hover.  All your other defensive powers are automatic, except your heal (see the playstyle expanation below). 

    - Assumption 2) Convenience.  I assume you do not want to micro manage your endurance gain.  As such I chose to take as much passive Endurance recovery as possible.  Please get the accolades Portal Jockey and Atlas Medallion.

    - Assumption 3) Recharge.  You do not have enough Recharge to get perma hasten because the slotting and Enhancement choices are made to reach the 45% S/L defense soft cap.  You have 133.8% recharge, which is about 17 seconds away from perma hasten.  You will need to +5 (enhancement boost) your 2 recharge enhancements in Hasten

    - Assumption 4) Damage. Having met the above 3 assumptions, everything else is just gravy.  The Scrapper IOs are slotted to maxmize the journey to reaching 45% S/L defense softcap, and the other scrapper IO (global crit) is used.   This also means for your incarnate powers, Alpha slot, you will get Musculature Radial Paragon.  This helps your damage and Endurance Recovery.

     

    Playstyle:

    - Set Hasten to autocast.  Ctrl + Click on Hasten to do this.  You will see a green circle.

    - When you run into a group of mobs, and they are within 10 feet of you, press SOUL DRAIN to boost your damage for 30 seconds.  The power recharges in 37 seconds so... its up every group or 2nd group of enemies.

    - When you are low on health, stand near an enemy and use Dark Regeneration. 

    - If you just want to top up your health, use Siphon life, which is already part of your normal attack chain.

    - The one thing you have to understand is Cascading Defence Failure.  If you do not understand it yet, please look it up on the forums.  It essentially means you cannot stand there eating Defense debuffs (from AVs such as Positron).  You have to allow time to let those debuffs fall off you, or use Incarnate power Barrier, or eat Purple Candy.

    - Lastly, This build costs approx 600-800 million influenceIf you need funding or want to learn how to make money, ask.

     

    image.png.113c3b8bb8d09abef64d21e3115a5dd3.png

     

     

    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!

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Dark Armor
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Smite -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(37), SprScrStr-Acc/Dmg/Rchg(37), TchofDth-Acc/Dmg/EndRdx(37), TchofDth-Dmg/EndRdx/Rchg(39)
    Level 1: Dark Embrace -- GldArm-3defTpProc(A), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-ResDam(3), UnbGrd-Rchg/ResDam(5), UnbGrd-ResDam/EndRdx(5)
    Level 2: Death Shroud -- SprScrStr-Rchg/+Crit(A), SprScrStr-Dmg/EndRdx/Rchg(7), SprScrStr-Acc/Dmg/EndRdx/Rchg(7), ScrDrv-Acc/Dmg/EndRdx(9), ScrDrv-Dmg/EndRdx(9), ScrDrv-Acc/Dmg(11)
    Level 4: Murky Cloud -- StdPrt-ResDam/Def+(A), UnbGrd-Rchg/ResDam(15), UnbGrd-ResDam/EndRdx/Rchg(15), UnbGrd-ResDam(17), UnbGrd-ResDam/EndRdx(17)
    Level 6: Fly -- BlsoftheZ-ResKB(A)
    Level 8: Siphon Life -- SprCrtStr-Rchg/+50% Crit(A), SprCrtStr-Acc/Dmg/EndRdx/Rchg(39), SprCrtStr-Acc/Dmg(40), SprCrtStr-Dmg/Rchg(40), SprCrtStr-Acc/Dmg/Rchg(42), SprCrtStr-Dmg/EndRdx/Rchg(43)
    Level 10: Obsidian Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(19), UnbGrd-ResDam/EndRdx(19), UnbGrd-Rchg/ResDam(21)
    Level 12: Boxing -- Empty(A)
    Level 14: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(21), UnbGrd-ResDam/EndRdx(23), UnbGrd-Max HP%(23)
    Level 16: Cross Punch -- Arm-Dam%(A), Arm-Dmg/EndRdx(40), Arm-Acc/Rchg(42), Arm-Acc/Dmg/Rchg(42), Arm-Dmg/Rchg(43), Arm-Dmg(43)
    Level 18: Dark Regeneration -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(45), Prv-Heal/Rchg(46), Prv-EndRdx/Rchg(46), Prv-Heal/EndRdx(46), Prv-Heal(48)
    Level 20: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), ShlWal-Def(25), ShlWal-Def/EndRdx(27), ShlWal-Def/Rchg(31), ShlWal-Def/EndRdx/Rchg(31)
    Level 22: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def(25), ShlWal-Def/EndRdx(33), ShlWal-Def/Rchg(33), ShlWal-Def/EndRdx/Rchg(33)
    Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def(27), ShlWal-Def/EndRdx(29), ShlWal-Def/Rchg(29), ShlWal-Def/EndRdx/Rchg(31)
    Level 26: Tactics -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit/EndRdx/Rchg(45), AdjTrg-EndRdx/Rchg(45)
    Level 28: Soul Drain -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(48), Obl-Dmg(48), Obl-Acc/Dmg/Rchg(50), Obl-Dmg/Rchg(50), Obl-Acc/Rchg(50)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(34)
    Level 32: Midnight Grasp -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx(34), SprBlsCol-Acc/Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/Rchg(36), SprBlsCol-Dmg/EndRdx/Acc/Rchg(36)
    Level 35: Conserve Power -- RechRdx-I(A)
    Level 38: Soul Transfer -- DctWnd-Rchg(A)
    Level 41: Physical Perfection -- PrfShf-EndMod(A)
    Level 44: Hover -- BlsoftheZ-ResKB(A), ShlWal-ResDam/Re TP(39), Rct-ResDam%(34)
    Level 47: Vengeance -- LucoftheG-Def/Rchg+(A)
    Level 49: Kick -- Empty(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    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 -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(11), Mrc-Rcvry+(13)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
    Level 50: Musculature Radial Paragon
    Level 50: Barrier Core Epiphany
    Level 50: Assault Radial Embodiment
    ------------

     

     

     

     

     

    • Like 1
  6. 2 minutes ago, Felis Noctu said:

    This in particular is what I get stuck on. Before enhancement power creep, SR WAS appealing because it could easily hit soft-cap and STAY there due to its DDR. It was the poster child of Defense-based survival. Now the only thing that really sets it apart is how much DDR it gets. That's not a bad thing, but considering the throne it sat on has kind of tarnished and fallen apart, it could use some TLC.

    When everyone and grandma 👵🏻 can perform soft cap, like my online dating experience, my ex (/SR) got taken off that pedestal fast.

  7. Rumour has it that the yellow salvage price increase, due to the recent ni miserly big-picture-game-change-development-priorities, which is exactly why fade and farsight should not benefit from external buffs, are the reason why nobody plays villain side.

     

    As a result /Super Reflexes is now friendlier to use and an end-game top performer

  8. 14 minutes ago, Obus Form said:

    Agree.  

     

    Separately, and sincerely I appreciate @The Philotic Knightnugget of wisdom.  The true value of that post, to have a macro understanding of one's life situation in order to realize the significance of what one is feeling, is worth more than anything.  In effect, it calms the mind.  😃

    To carry on the topic of the OP and my own wisdom recognizing other wisdom:

     

    Calm mind --> Clear thoughts --> Diligence + Economics + Statistical understanding of /AH --> Noticed yellow salvage prices trending higher --> Flippers are ni misers cancerfying the game economy via inflatiom --> I'm going to become a farmer now --> City Of Altruism

    • Like 1
    • Haha 1
  9. 1 minute ago, Sovera said:

    This will never not be funny. Carry on.

    Agree.  

     

    Separately, and sincerely I appreciate @The Philotic Knightnugget of wisdom.  The true value of that post, to have a macro understanding of one's life situation in order to realize the significance of what one is feeling, is worth more than anything.  In effect, it calms the mind.  😃

    • Like 1
    • Thanks 1
  10. 6 minutes ago, SwitchFade said:

    In most other situations in game, SR out performs most other sets at 50. This isn't conjecture, it has been demonstrated and mathed. Further, at full kit, SR evolves from nogethitsu to nevergetkiledsu.

    I'm talking only iTrial levels of damage.  

    Can you link the math and demonstration that SR out performs other sets at 50.

  11. 6 minutes ago, Leo_G said:

    So you strawman your assumed reason for adding resists to SR and how it breaks the concept of SR (it doesn't. it's also a unique mechanic to the set) and rebut that by tossing concept completely out of the window?

     

    Well, I have no rebuttal to that except to explain it in fewer words. 

    Super Reflexes, taken to real life martial Arts or bullet dodging, don't make you take less damage.  It's take all damage or none, unless you're talking about parrying punches, in which case unless you're a master level at reading opponents you still take some damage

  12. 5 hours ago, Felis Noctu said:

    Super Reflexes contains design decisions that weren't repeated (the nearly identical passives come to mind again: every other set has a unique "style" for each, but SR's just changing a single modifier), as well as a power progression that was "corrected" everywhere else. SR also doesn't really have any tricks that make it a particularly intriguing choice...

     

    And my intent isn't just picking on SR specifically. I feel the same way about Invul. It's a FANTASTIC set from a numbers perspective, but beyond "I'm Superman", it doesn't have much personality either. It just sort of exists. But at least Invul's clicky interactive is a heal with a max health boost. SR's clicky interactive is its mez protection. That's just... eh?

     

    To me, SR represents early Issue 0 design where they were just tossing out the staple "hero" concepts but still hadn't gotten into a groove of creative power design. Axe/Broadsword/Mace are another example of that. Other than secondary effects they're practically interchangeable, basically the same set with a different paint job.

    This very much.

     

    The game COH of course released with /SR because it has to fit thematically with super heroes.  /SR design meant hitting soft cap easily but dying if you got hit.  Before IOs, reaching soft cap was a good selling point.  After IOs allowed everyone and their grand ma ma to hit soft cap, /SR lost its main sex appeal.  

     

    Then, into /SR the devs inserted scaling resist based on missing health in order to give /SR competitiveness against other resist-based armor sets that also had heals (like dark armor, or invuln).  However because you have to lose HP to experience the same amount of resist as other armor sets, and without a heal (or new "absorb") makes /SR underperformed compared to resist-based sets that can also heal themselves.  

     

    If one argues thematically that /SR should not have heals, a similar argument can be made that /SR should not have received scaling resists because...Super Reflexes doesn't make you take less damage when someone lands a hit on you...yet for balance reasons scaling resists were added and nobody complains it's thematic nonsensicality now.

     

    My point being, a true QOL for /SR would add a heal and some sort of resist or extra HP BEFORE taking damage...else /SR will never perform as well as other resist-based sets, all of which also have self heals and/or regen self buffs

×
×
  • Create New...