Jump to content

Ruby Rocket

Members
  • Posts

    69
  • Joined

  • Last visited

Everything posted by Ruby Rocket

  1. DM/SR was a good one back in the day. Claws/Regen was quite popular. Katana/DA did very very well in PVP before the constant nerfs to Cloak of Fear. Broadsword/Invulnerable was a heavy hitter too.
  2. Yeah... but they can't turn you into a giant black smudge on the screen. 😜 oooo.... new alt, Fire/Dark Alias "Hot Smudge Sunday"!
  3. I jest. However, DM/DA Scrapper is my main and yup... "Fear of God". I just watch everything run away as fast as I can target them. You have to set up "closest target" shortcut and hit it after every attack. They run like a scalded dogs. I slotted additional speed into my build and leave sprint on 24/7 just to keep up. Midnight Grasp won't even slow them down... they move like greased lightning.
  4. Touch of Fear sounds fun... It should get the mobs heavy into retreat in no time flat. Its hard to complain about the new Shadow Maul target cap. Dark Melee Scrappers can't keep a mob together once you hit Soul Drain anyway; you're lucky to have 2 hang around in a +4x8 mob. DM/DA Scrappers will scatter a mob if you look at it funny, so having more AoEs is pretty useless when just hitting buildup will send them to the hills. Death Shroud sends them running in 2 ticks, Cloak of Fear doesn't slow their retreat, Oppressive Gloom sends them stumbling to the four corners of the map, Dark Armor heal busts up mobs before the animation completes, Shadow Maul makes runners in a 120 deg arc now, Soul Drain gets them dancing and if you're quick you can follow up with Dark Consumption before you're back to chasing them. I always figured the single target attacks were by design, since you can't keep anything close enough to utilize an AoE more than once. The old Touch of Fear would give you a quick pause to square up with one enemy for 2 quick jabs before you had to chase them back down.
  5. I hadn't noticed too much of an issue with Arachnos when you roll hard with a Dark/Dark Scrapper. Jump in with all 30 toggles going and fire Soul Drain, Dark Regen, Dark Consumption, couple of quick punches to the boss' face and skip down the hall and over the next mob while humming Stagger Lee with Shadow Maul cue'd and getting ready to double back to dance a little jig on their corpses with Smites and Shadow punches. If they catch you with a lucky shot, a Touch of Fear will keep them from getting froggy.
  6. One can hope. and while they're at it, dark consumption could shave a few seconds off the recharge. ;P
  7. Soul Drain will Crit. I use Smite with the Crit Proc to set it up. Its one of my nukes, followed by Smite to set up Dark Consumption. It'll clear all but the Boss' in a mob. I'd be sad if it were a bug and they nerf'd it. With the PBAoE recharges being so dramatically long, it would hurt.
  8. I have 2 kinetic melee scrappers and 1 KM Stalker. I don't miss that often. If you want to "fix the miss" To-Hit is going to be your answer. Accuracy helps, but To-Hit is far more effective. If I recall correctly, Kismet was mislabeled as +6 Acc and is actually a +6 to-hit (which is better than an unslotted tactics). If it's still true, then it will help a lot. The Scrapper Kinetic Melee build-up is cool, but takes a bit to get a decent to-hit bonus while you're trying to get it to stack. Tactics WILL help with the "CHS" syndrome. Focused Accuracy to a much lesser extent; as it's focused more on Accuracy than To-Hit. If memory serves, it has like half the to-hit bonus of Tactics. The main reason I'm a Dark Melee Fan, is because after you fire off soul drain on a mob "you never miss". Heck, even an unslotted Cloak of Fear (and it has a ridiculous 50% accuracy) will hit level 54s reliably with a 7 stack of Soul Drain (like +72% to-hit). On my Dark/Dark Scrapper, I see like 130% (or more) +to-hit when I'm on a roll.
  9. Perhaps Claws. Otherwise Psi. Claws would be monster-esk and psi you could change the colors to make it seem like your arms morph into blades...🤔
  10. I guess it depends on how much work you feel like putting in... I tried Energy Armor, and it's ok. I kind of prefer the older sets for their simplicity. Radiation, Energy, and Shield all feel kind of "Fiddley"; I'm holding off on actually trying Bio armor until you're able to kill the animations on it... "BARF". IOs will let you pile on as much defense as you want in most cases anyway. I kind of take "fast scrapping" as a "seat of the pants" feel. It's hard to beat the movement speed and recharge boosts from Elec paired with the flurry of swipes from Savage Melee (and the teleport attacks are just cool).
  11. If you want fast, try Savage/Electric. You will never run out of endurance and just fire off attacks like Gangbusters...
  12. I'm still playing around with it, but here's my current iteration of Dark/Dark/Dark. It's a lot of fun, but I don't think the damage is quite there yet. Perma-Soul Drain, and Adrenaline Shot is up half the time. Softcap Melee, 42% S&L def. Nearly capped Psi, Neg Energy, Fire, Cold, Smashing, and Leathal resistance. Energy Resistance and Toxic is still a bit of a problem to achieve "God of Destruction" status, but it has simple attack chains. My current attack chain is Smite, Siphon Life, Smite, Midnight Grasp OR Smite, Shadow Maul, Smite, Nightfall for AoE. Smite works quite well for the ATO Crit setup. Heck, I hit smite before Soul Drain and Dark Consumption as well... she crits like a champ. And ridiculous To-Hit buffs... Even Cloak of Fear hits. It feels quite strong when you pretty much kill a +3 minion with just Smite. Oh and I have to go back and look, but it seems like shadow maul will immediatly max out the Assault Core stacks. Scrapper-lock makes monitoring the buffs problematic. 😜 Ruby Rocket.mxd
  13. My piloting skills kind of suck, so I generally stick to running and jumping. But this is one I've been playing around with. I'm about half done slotting it in game, so I can't speak to it's effectiveness just yet. 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 Controller Primary Power Set: Darkness Control Secondary Power Set: Darkness Affinity Power Pool: Leadership Power Pool: Leaping Power Pool: Speed Ancillary Pool: Primal Forces Mastery Hero Profile: Level 1: Dark Grasp -- Apc-Dmg(A), Apc-Dmg/Rchg(3), Apc-Acc/Dmg/Rchg(3), Apc-Acc/Rchg(5), Apc-Dmg/EndRdx(5), Apc-Dam%(7) Level 1: Twilight Grasp -- TchoftheN-Heal(A), TchoftheN-Heal/HP/Regen/Rchg(7), TchoftheN-Acc/Heal(9), TchoftheN-Acc/EndRdx/Heal/HP/Regen(9), TchoftheN-Acc/EndRdx/Rchg(11) Level 2: Living Shadows -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(11), PstBls-Dmg/Rng(13), PstBls-Acc/Dmg/EndRdx(13), PstBls-Dam%(15), CldSns-%Dam(15) Level 4: Tar Patch -- ImpSwf-Dam%(A) Level 6: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 8: Fearsome Stare -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(17), SprWiloft-EndRdx/Rchg(19), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(19), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(21) Level 10: Darkest Night -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitDeb(21) Level 12: Heart of Darkness -- ScrDrv-Dam%(A), Arm-Dam%(23), Obl-%Dam(23), CldSns-%Dam(25), SprWiloft-Rchg/Dmg%(25), Erd-%Dam(27) Level 14: Tactics -- GssSynFr--Build%(A) Level 16: Shadow Fall -- ShlWal-ResDam/Re TP(A), ShlWal-Def/EndRdx(27), ShlWal-Def(29), GldArm-3defTpProc(29), GldArm-End/Res(31), GldArm-ResDam(31) Level 18: Haunt -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(31), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), CldSns-%Dam(34) Level 20: Howling Twilight -- PstBls-Dam%(A), JvlVll-Dam%(34), ImpSwf-Dam%(34) Level 22: Fade -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(36), UnbGrd-Rchg/ResDam(36), LucoftheG-Def/Rchg+(36), LucoftheG-Def(37), LucoftheG-Def/Rchg(37) Level 24: Assault -- EndRdx-I(A) Level 26: Shadow Field -- UnbCns-Dam%(A), GldNet-Dam%(37), SprOvrPrs-Rchg/Energy Font(39) Level 28: Soul Absorption -- Prv-Heal/Rchg(A), CldSns-%Dam(39), Prv-EndRdx/Rchg(39), PrfShf-EndMod/Acc(40), PrfShf-EndMod/Acc/Rchg(40), PrfShf-Acc/Rchg(40) Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 32: Umbra Beast -- SlbAll-Dmg(A), CldSns-%Dam(42), SlbAll-Acc/Dmg/Rchg(42), SlbAll-Acc/Rchg(42), SlbAll-Dmg/EndRdx(43), SlbAll-Build%(43) Level 35: Conserve Power -- RechRdx-I(A) Level 38: Dark Servant -- TchoftheN-Acc/EndRdx/Heal/HP/Regen(A), TchoftheN-Acc/Heal(43), TraoftheH-Dam%(45), SphIns-Acc/ToHitDeb(45), CldSns-%Dam(45) Level 41: Energy Torrent -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(46), PstBls-Dmg/Rng(46), PstBls-Acc/Dmg/EndRdx(46), PstBls-Dam%(48), JvlVll-Dam%(48) Level 44: Temp Invulnerability -- UnbGrd-Max HP%(A), UnbGrd-ResDam(48), StdPrt-ResDam/Def+(50) Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(50) Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 1: Brawl -- Empty(A) Level 1: Containment 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 -- HO:Micro(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+(17) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A) Level 50: Void Core Final Judgement Level 50: Carnival Radial Superior Ally Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Spiritual Core Paragon Level 50: Degenerative Core Flawless Interface Level 50: Support Core Embodiment Level 50: Clarion Radial Epiphany This one below with PSI Mastery is one that I farm +4/8 with. My only real complaint is that I can't attack as much as I'd like, because my debuffs come around so quickly. I'd say it's my "all around" solo build. It doesn't really excel in any one area, but it'll keep you running and gunning. I love having Mez protection, so you'll see it as a common theme in my toons. 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 Controller Primary Power Set: Darkness Control Secondary Power Set: Darkness Affinity Power Pool: Sorcery Power Pool: Leadership Power Pool: Leaping Power Pool: Speed Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Shadowy Binds -- GldJvl-Acc/Dmg(A), GldJvl-Dam/Rech(3), GldJvl-Acc/Dmg/End/Rech(3), GldJvl-Dam%(5), GldJvl-Acc/End/Rech(5), GldJvl-Dam/End/Rech(7) Level 1: Twilight Grasp -- TchoftheN-Heal(A), TchoftheN-Heal/HP/Regen/Rchg(7), TchoftheN-Acc/Heal(9), TchoftheN-Acc/EndRdx/Heal/HP/Regen(9), TchoftheN-Acc/EndRdx/Rchg(11) Level 2: Dark Grasp -- Apc-Dmg(A), Apc-Dmg/Rchg(11), Apc-Acc/Dmg/Rchg(13), Apc-Acc/Rchg(13), Apc-Dmg/EndRdx(15), Apc-Dam%(15) Level 4: Living Shadows -- Rgn-Dmg(A), Rgn-Dmg/Rchg(27), Rgn-Acc/Dmg/Rchg(29), Rgn-Acc/Rchg(29), Rgn-Dmg/EndRdx(31), CldSns-%Dam(31) Level 6: Tar Patch -- PcnoftheT-EndRdx/Rchg/Slow(A), ImpSwf-Dam%(31) Level 8: Fearsome Stare -- GlmoftheA-Acc/Rchg(A), GlmoftheA-EndRdx/Fear(17), GlmoftheA-Acc/EndRdx(17), GlmoftheA-Acc/Fear/Rchg(25), GlmoftheA-Dam%(27) Level 10: Darkest Night -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitDeb(34) Level 12: Mystic Flight -- BlsoftheZ-ResKB(A) Level 14: Spirit Ward -- Heal-I(A) Level 16: Shadow Fall -- ShlWal-ResDam/Re TP(A), ShlWal-Def/EndRdx(48), ShlWal-Def(48), UnbGrd-ResDam(48), UnbGrd-ResDam/EndRdx(50), UnbGrd-ResDam/EndRdx/Rchg(50) Level 18: Haunt -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(19), ExpRnf-Dmg/EndRdx(19), ExpRnf-Acc/Dmg/Rchg(23), ExpRnf-EndRdx/Dmg/Rchg(23), CldSns-%Dam(25) Level 20: Rune of Protection -- GldArm-3defTpProc(A), GldArm-RechRes(21), GldArm-Res/Rech/End(21) Level 22: Fade -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(36), UnbGrd-Rchg/ResDam(36), LucoftheG-Def/Rchg+(36), LucoftheG-Def(37), LucoftheG-Def/Rchg(37) Level 24: Howling Twilight -- JvlVll-Dam%(A) Level 26: Assault -- EndRdx-I(A) Level 28: Soul Absorption -- Prv-Heal/Rchg(A), Prv-Heal(37), Prv-EndRdx/Rchg(39), PrfShf-EndMod/Acc(39), PrfShf-EndMod/Acc/Rchg(39), PrfShf-Acc/Rchg(40) Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 32: Umbra Beast -- SlbAll-Dmg(A), GlmoftheA-Dam%(33), SlbAll-Acc/Dmg/Rchg(33), SlbAll-Acc/Rchg(33), SlbAll-Dmg/EndRdx(34), SlbAll-Build%(34) Level 35: Indomitable Will -- LucoftheG-Def/Rchg+(A) Level 38: Dark Servant -- TchoftheN-Acc/EndRdx/Heal/HP/Regen(A), TchoftheN-Acc/Heal(40), SphIns-ToHitDeb(40), SphIns-Acc/ToHitDeb(42), CldSns-%Dam(42) Level 41: Mind Over Body -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam(43) Level 44: Psionic Tornado -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(45), PstBls-Dmg/Rchg(45), PstBls-Acc/Dmg/EndRdx(45), PstBls-Dam%(46) Level 47: Shadow Field -- SprWiloft-Rchg/Dmg%(A) Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 1: Brawl -- Empty(A) Level 1: Containment 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 -- HO:Micro(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+(43), Prv-Absorb%(43) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46), PrfShf-EndMod/Acc(46) Level 50: Void Core Final Judgement Level 50: Carnival Radial Superior Ally Level 50: Support Core Embodiment Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Spiritual Core Paragon Level 50: Degenerative Core Flawless Interface Level 50: Clarion Radial Epiphany
  14. I see the 52% reduction in the effect. Do you know if the duration of it is affected by the level as well? 20 second -to hit on fearsome stare being 20sec or 9.6 against +4s (for example). Since the duration is unable to be enhanced, is it going to be a flat 20 sec regardless of who it's applied to? Or is that going to be wishful thinking? It really does feel like those debuffs fall off an awful lot quicker than advertised against stronger foes.
  15. Ditto... With dark powers, it seems the -to hit effects are already null by the time you're done with those 3.5 second cast times. 🙈🙉🙊
  16. the duration of -to hit is locked when applied by click powers such as Fearsome Stare. Does the duration get reduced as well? Fearsome stare debuffs for 20 seconds regardless of the enhancements to the power duration, will that be down to 9.6 seconds on +4s as well?
  17. what is the rate of degradation in -status effectiveness so I can do the math?
  18. No you still get defense. Same as normal. You just can't "boost" them for an easy soft cap for pets.
  19. Biggs' S/L outdoor farm x8 +4. They mob me pretty good, and hit hard. Perma-Soul Absorption can't keep up with the damage from patrols.
  20. So my Dark/Dark/Psi needs a little attention after the Issue 26 pg 5 updates. Now that you can't boost the defense on Fade and Shadow Fall for additional defense, I have to look another direction for "Virtual" defense. I haven't been able to figure out if there's a degradation on -to hit Debuff against 54s in duration or effectiveness. I have been having issues killing effectively now that my pets can't benefit from the boosted defenses, and the reduced -resistance of Tar Patch has totally changed the play style. I'm too easily overrun by Mobs with immunity to immobilize, the supposed "taunt" effects of Haunt are virtually non-existent, and how hated Darkest Night is by NPCs. So while I'm scheming a new way to keep my pets alive long enough to execute an attack, I'm trying to get a better picture of my options.
  21. I keep forgetting about KB->KD procs... I personally prefer tossing people for the personal gratification. lol. But good catch!
  22. Chance for buildup is better off in Umbera Beast, your recharge is so high that the resistance bonus in Umbra beast isn't needed. Your puppy is a beast and won't go down easy. I would replace the buildup in Haunt with the %chance for neg energy damage from cloud senses in there. It'll proc 7x a min in Haunt because there are 2 spawned (fact). And one damage proc in Haunt already doubles your damage output. You have plenty of recharge, so Positron's Blast or Armageddon in Dark Grasp will work very well for better single target damage. The 3rd slot in Hasten is overkill, with level 50 IOs you really only need 2. With it you can add more damage to haunt, a fear proc would be pretty nice for quick damage with that available 6th slot. I'm not a fan of the Ragnarok KD proc... I think damage or a damage proc would serve you better. Dark Control doesn't have too awful much inherent damage. I love Shadow Field. I just drop the SWotC Psi damage into it and call it a day, but if you need it for recharge then roll with it. Heart of Darkness is a quick and easy nuke that you could have every 30 seconds if you so desired.... it's just a matter of taste. I can't speak to much on Thermal, but I'd suggest a bit more defense if you are going to try and solo. Haunt's supposed "Taunt Aura" is pretty much crap. They will come for you and they will come hard after 1 AoE attack. Fear only works as a soft control until they are attacked. The 20 seconds of to hit Debuff will run out quick and they attack the second they are hit with damage. With only 20 defense the to hit Debuff will only really provide mitigation against (up to) +1 enemies... +2 and higher will smack you around quite easily.
  23. Psionic Tornado is ok. I use it as my primary AoE attack on my Dark/Dark. Tornado will kick it's butt in damage if you can root the targets, if you can't... they just get tossed too easily. Psionic Tornado will keep them all grouped for follow up attacks (and its radius is outstanding).
  24. I guess it was too good to last... Guess I need to shelve my toon until I can revamp it to get my defense up through alternate means. 😞 I kind of wish they would still allow the defense to be buff'd, I could care less about the damage resistance aspect. I use Soul Absorption on living targets mainly. Usually on 2 or 3 8 man spawns. I easily hit 10 every time. I don't see the forecasted 2000% regeneration, like it claims in Mids. So I am wondering what the real cap is to it's regen.
×
×
  • Create New...