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Scrolled through way too many posts to highlight particle shielding. This should be THE number 1 advice. Put this on auto and you can proc out your entire arsenal and not run out of end when supplemented with radiation therapy.
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Why stop at 1 ranged power? Make a whole ranged scrapper and hide behind blasters!
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People that come from other MMOs often harbor the “pure” mentality when it comes to support and Tank roles. That doesn’t work here. There is no better way to spot an inexperienced player than someone that takes the first attack of their set, ignore all other attacks, take all the heals/res and dip into the medicine pool, or the one attack + taunt “pure” tank. Get that notion out of your system ASAP. if you think being a healer is an automatic invite on teams then you are in for a rude awakening. You are going to see this progression as you level: early game to early 20s - people need heals, these are the levels where you will feel valued if all you do is heal. Level 20s on - twinked builds need heals less and you will see emergence of builds capable of carrying teams especially if they are level 50s with attuned sets participating in lower level content. You will not be the center of attention and those twinked builds will carry the team with or without your dedicated healing. Good emps will support the team with buffs and enable teammates that lack mez protection to fight on via clear mind and heal when necessary. All the while mixing in attacks or controls. Not so good emps sit around with healing aura on autocast, never attack, only buff the tank and insist that EVERYONE “gather for RA” every 2 minutes.
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Nothing has changed, except most people are pretenders and phonies when it comes to storm blast. They don't embrace da cyclone!
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Burn the heretic! I'd go fire for theme. You could also do Beam/Ninja for space marine with a chainsword(ish).
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Sure that's your story about why you like the set, but you have to recognize that other people might not have the same measuring stick for what's fun/easy for them right? Helping newbies is not about you, it's about the newbies. We can all be a little more prescriptive and exercise some empathy in how we endorse what we endorse and take an objective lens to highlight pros/cons/tips for success. It's cool to list the good, but you gotta be fair and list the bad and how to over come the negatives also. The goal here is to help newbies make an informed decision, not to tout what you personally love, keep that in mind.
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Everyone tends to ask "what's the best" when they start. But make sure you learn to crawl and walk before you run. People that post builds and suggestions typically do not look at their suggestions from your perspective as a new player, most just espouse their favorite build tweaked to optimal performance with expensive builds and incarnates. You don't have those resources when you start the game, keep that in mind. It pays to ask some smarter than average questions like: What can I expect leveling this up/when does it get fun? What are some elements I should prioritize/be mindful of? What kind of investment do I need to take this build to the level of performance as it is posted? Otherwise you might very well start that character and abandon it 10-20 levels later because no one told you what it's like to level that build. For example Invuln/Super Strength. Footstomp, the only AOE of the set, is available at level 30, so that means you have to wait 30 levels to a point where the build actually becomes fun, meanwhile you'll be riddled with poor damage and endurance issues. As a new player with no funds I struggle to see how you would stick with it that long before you jump ship into something else that is more fun from the get go.
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"Board Transit" missions require you to go to a train station or a portal that allows to travel to other zones. For your case I'd imagine you are in atlas park, go to the train station (Marked with a T on your map) and the mission will be listed as the first destination at the top of the list.
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Leadership,-resist stacking and being overall self sufficient are its strengths. Its weakness - lack of alpha strike capabilities and no resistance against debuffs. The lack of alpha strike capabilities really shows when facing enemies that pile on debuffs. You can't kill them en-masse fast enough, debuffs starts stacking - cascade failure - dead bane. For that reason I advocate that for all banes the most complimentary patron is leviathan for a proc-monster arctic breath, not black scorpion (shatter armor). Banes have enough ST, they don't need another ST mace attack even if it has more -res. Arctic Breath also has -res and comes with a host of other benefits when you look at what Banes need the most. Frag grenade + Venom + Arctic Breath is enough of an alpha to kill enough mobs to start triggering mob fear/run AI and that buys you time to recover/kill those problem targets still alive. People are still sleeping on arctic breath, time to wake up.
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I don't recommend any melee AT to start. Those require you to engage in melee and melee can be pretty dangerous early game when you don't have your defenses/mitigation fleshed out (think being put on the spot to tank/take the alpha running troll missions, ruin mages, etc...) The survival for most melee ATs also very much depend on IOs. Most melee ATs also suffer from poor endurance management at early levels due to the need to balance offense and survival toggles. For a beginner with no cash flow it'll be a long road for you to get from where you are to those builds and performance levels that people post on the forums. Criteria for an easy beginner build: Good endurance management - no endurance = no fun Decent survival - dying all the time = no fun Playstyle that doesn't feel too restrictive - melee ATs force you to be in melee even if you are put into a situation where it's not advantageous to be in melee (ruin mages). Ranged attacks are more versatile, nothing preventing you from shooting stuff in the face as well as from afar. Even though I'd encourage everyone to start with a blaster to learn all the nuances of the game, it's definitely not the easy path. But if you are genuine about learning, go blaster, experience all the shortcomings/holes that you need to be mindful of. No other AT will give you as much insight into fundamental game mechanics such as proper threat assessment, positioning, aggro management, line of sight, movement, inspiration usage, mez awareness, etc.. as blasters. If you want a more relaxed, easier experience, I recommend sentinel. Good AT to pick up and just have some fun with a lot more room for error.
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Listen to Pandas. They are berry berry wise.
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Started a thread on the stalker forums after I realized burn no longer crits Got confirmation from all 2 other fire armor stalker players that burn did indeed crit in the past and I was not taking crazy pills. There wasn't anything in patch notes that highlighted removal of crits from burn from what I can see. So I'd like some confirmation that this is either an unintended "fix" or a proper fix to the power.
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I tested scrapper irradiated ground which has similar properties to burn since both spawn a pet. IG also doesn't have the crit tag, and this is what I saw: [11:37] Burn Flames: You hit Rikti Pylon with your Burn for 8.37 points of Fire damage. [11:37] Irradiated Ground: You hit Rikti Pylon with your Irradiated Ground for 11.56 points of Fire damage. [11:37] Irradiated Ground: You hit Rikti Pylon with your Irradiated Ground for 11.56 points of Fire damage (CRITICAL). [11:37] Burn Flames: You hit Rikti Pylon with your Burn for 8.37 points of Fire damage. [11:37] Burn Flames: You hit Rikti Pylon with your Burn for 8.05 points of Fire damage. [11:37] Irradiated Ground: You hit Rikti Pylon with your Irradiated Ground for 11.12 points of Fire damage. [11:37] Burn Flames: You hit Rikti Pylon with your Burn for 8.05 points of Fire damage. [11:37] Irradiated Ground: You hit Rikti Pylon with your Irradiated Ground for 11.56 points of Fire damage. Not apples to apples but at least I now understand that IG can crit. On the contrary fiery aura doesn't crit but pool powers like boxing/kick can crit. I dug around COD a bit more and it does look like damage powers from scrapper/stalker secondaries don't have crit flags so the burn crits I saw a year ago may truly be unintended. Still, BOOOOO. That was the schtick that made fire armor fun on a stalker - controlled double build up burn crits.
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Dusted off my staff/fire stalker and I noticed that burn no longer crits. Searched patch notes for any mention of this and couldn't find any changes specific to removing the ability to crit from burn. Hoping this is a bug and not a stealth "fix" related to the change to multiple patches, etc... Can any other fire armor stalkers out there (all 2 of you) chime in?
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The pool selection helps you hit 45% defense to all when shadow meld is active. I was looking for a way to fit 5 lotg 7.5 in the build, and stealth is the easiest pool to rack up those single slot wonder powers. Since Stealth is more end heavy than your standard toggle, tossing a few more slots in there for the reactive defense unique and end/def made the most sense. As for my overall take on shield wall and reactive defense, I see a lot of people slot the single uniques in defense powers like combat jumping while they have good defense toggles like Weave 3-4 slotted with Defense IOs. And If you are going to dedicate a slot for the unique why not slot them in a way that you get some set bonuses from that set? My standard for weave is 1 lotg7.5 and 3 piece shield wall including the unique. It's still 4 slots, but now you get the 3 piece set bonus from shield wall. Also, since Weave is +def all, it's the perfect power to +5 boost the PVP IOs since they retain set bonuses no matter what level you exemp. As you said, you care more about damage, thus I didn't chase melee defense or S/L resist. For this build the burst defense you get with shadow meld is going to trump any incidental and small survival bonuses you get from slotting sets. Your focus is recharge, recharge, recharge, so you can use shadow meld, healing flames and recycle your attacks as much as possible. Diverting slots away from that goal just to get 6% S/L resist or 6% melee defense will dilute the build goal and weaken the build. That's all there is to that, maximizing slot efficiency and jam a little more set bonuses into those slots.
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Inferna revision (Battle Axe - Fiery Aura).mbd Not sure what happened. Try the attached build instead.
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 Following the build goals of recharge, slow resist and procs this is what I came up with. Perma-hasten with a FF proc trigger, global recharge upped to 100+%, healing flames recharge in 11 seconds compared to 16, shadow meld in 24 seconds compared to 36. Both of these are cornerstones of your survival. The build doesn't have any answers to blind, so you are going to have to rely on yellows or base buff craft/teammates with tactics to overcome that effect. And if you care about blind a lot then swap out the stealth pool for leadership - Maneuvers and tactics and lose out on 7.5 global recharge which in the grand scheme of things is not a huge loss. If I were to fine tune I'd start with rearranging power pick progression. if exemping is important then I would fit super speed in earlier, before level 30, and pick up Shadow meld asap at level 38. Since you don't have a lot of defenses getting the first drop on your opponents is preferable and having a travel power is a QoL improvement that some folks can't live without.
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At a quick first glance I believe a KD proc in burn might actually produce knockback instead of knockdown due to how fast the dot ticks and how that builds up KB magnitude. if going all out on offense I’d look to focus on recharge, slow resist, procs. Survival is still important and you’ll have to rely on healing flames, shadow meld, and the lastly soft controls in you toolkit that is not 100% reliable. Procs in powers that recharge in 8 seconds or less is a luxury that you splurge on only after your other build goals are met, and those powers would be the first to consider slotting for set bonuses vs procs.
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I paired my dark/atomic with leviathan because I love spending ~3 seconds on Positronic Fist and another ~3 on KO Blow, and another 3 on Atom Smasher, and another 3 on Blackstar. Now that I think about it how could I omit Flurry? Another 3 seconds. You don't need hasten and you can still have a smooth attack chain. I'm going to rename him 3 second man.
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That's ok, I'll be your friend again for tree fiddy.
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You can't slot energize with end mod sets even if you wanted to. I did qualify my comment with "toggle sustains" 😁 Energize gets 6 piece prev med for my builds. The set bonuses and the absorb proc are too good to pass up.
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Imagine a new player who's being indoctrinated to think that blasters are super squishy, lacking survival, and that melee = death. Then they see a few powers in the blaster toolkit that have a heal component like life drain or one of the blaster sustains. What would be your first thought on how they would instinctively slot those powers? There was a time when I would have made the same slotting choices. Over time l dug in deeper and learned to play blasters and got better. I find my blaster builds use very few of those, but they are undeniably budget friendly options that can easily get you to the range defense softcap. Those builds that cram a lot of these sets in usually have very little recharge and slow resistance though, the latter I feel is another hole that should to be plugged for many ATs in high end expensive builds.
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This is the only accepted secondary and epic pairing for Assault Rifle. If you deviate, the RAMBO squad will get you.
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If you are going to venture down this path and learn the tricks of the trade and apply melee attacks with success then you might want to take a look at this Others have discussed the benefits of combat tp and burst of speed to get you in and out of combat. I'll tell you why it's not my top choice for combat mobility. Those powers still need to be queued before they execute and as such mezzes will shut you down if they land while the powers are in queue. And due to the nature of powers and how they activate you can't simultaneously fire off eagles claw and teleport away. This will be problematic for powers with long cast times because during animation you are a sitting duck, not just from mezzez, but from all melee retaliation. Jousting via combat jumping or Super speed or both gives you the benefit of momentum that can not be suppressed by mez, so even if you get mezzed during eagles claw animation your momentum will carry you to safety. Among the choices you listed I'd go energy manip. Power boost also boost dark's -to hit and life drain's heal. The melee attacks are all single target so there's nothing super spectacular that compels you to go into melee all the time to use them. The only problem is that it's very clicky, Boost range is optional, it helps with tentacles but you'll find yourself tagging the next 2 groups if you are not careful with torrent. I'd put energize on auto and click hasten and power boost manually. If you want something more gimmicky sonic manipulation is proctastic since every attack can hold. The sustain doesn't aggro and I find that I get slept more than I get stunned on my high defense builds in regular game play and the sustain protects against that status effect. The -res toggle is a trap though, a late pick for me because early levels it's an endurance sink and you'll do enough damage without it. You get used to dealing with mezzes after a while and combining inspirations should be second nature, but if you are super paranoid about it then follow enjoy the journey suggestion with /energy and acrobatics etc... that'll give you pretty thorough coverage against two of the more common hard controls. One more thing. I see this in a lot of builds. I'd recommend not slotting any toggle sustain for heal, go all in on end mod, I prefer a full set of preemptive strike for the beefy range defense bonus. If you look at the numbers slotting those for heals doesn't give you enough return on investment, you are still going to die quickly whether you have 20 hp/sec regen or 40. For that matter please don't slot life drain with a heal set, that's the kind of stuff that people that don't know how to play blasters would do.