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Errants

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Everything posted by Errants

  1. Came back to the game after a hiatus. Found a random pile of influence in my mail from Yomo... Went back and looked at this thread... Damn, nostalgia. Where is that "Final Thread"? Disregard, found it!
  2. Errants

    Too strong

    *gasp* Balance-herding!?
  3. Legacy, a level 50 villain was required to unlock VEAT's. Unsure why the forcespec design, but it was often viewed by players as a feature on HEAT's and other builds that a respec allowed you to slot powers with more slots than would normally be allowed for a given level.
  4. AFAIK and recall, this was also tested on Sentinels, Corruptors, and other two weapon users... Gonna tag who I remember posted on it: @Bill Z Bubba
  5. Weapon redraw does NOT affect DPS, only player perception of DPS. Source: Scrapper forums and exhaustive testing therein.
  6. DPA/DPS aside, my giant robot Beam/EnA loves having an Energy Sword. Rarely use it, though, as just beaming works great.
  7. The goal was balance, and give Tanks a new set to play with!
  8. Take it from /Shield and give it to /Ninjitsu? (I know I know, Tanker forums.)
  9. Isn't that the point of that entire pool?
  10. Scrapper Primary damage aura's Crit. Secondaries do not.
  11. Had this debate myself, with my Pokemon post. Was interesting to do it for someone else, and try to see how diverse I could make it. Claws/SR - Claws has the active, SR the passive mitigation. SR gives +Rech for blending, lets you focus on scrapping. A @Bill Z Bubba classic, even if they've gone traitor to the Tank side... (I keed, I keed) Dark/Bio - Add a little more mitigation for Bio, and a little more AoE for Dark Melee. Both want to be surrounded for PBAoE buffs. And both could be recolored to make some terrific, liquidy themes. Energy/Shield - I'm going for this myself, off of recommendations here... don't see a reason to deviate. Stupid damage Primary, backed by solid mitigation and MOAR damage from the secondary. Main caution (and one I haven't tested yet) is how obnoxious clipping on the shield could be. Yes, the only down check to this combo is cosmetic. Mace/Energy - Stronk/Pretty. Crunch. WM/EA so gud! (do I really need moar copy on this? A heal, +End, defense for +Rech, and stupid damage/mitigation from Mace vis bonks and KD/U - plus, a skippable T9 ult) MA/Invuln - If you're gonna kick someone in the face... do it with STYLE. Shiny fashion, flipping out. Ed Gruberman would approve. Bonus points for making this one a Hover scrapper just for the joy of wire-fighting with floating Dragon's Tail and Eagle's Claw. Staff/Dark - Staff has cones and AoE, and not great damage, but a tasty +EndRed toggle... And Dark Regen LOVES being cheaper to cast. Active mitigation from stunning (always run a Primary with stuns with DA) and KD/U, range for runners. And once you lick the End issues, change it up for more damage. Also - broom/dust ball concept. Sweeping up grime AND crime! Sword/Radiation - Either will work, I'm biased to Katana from history, but BS gives bigger CRUNCH. Rad is nearly a full package, but the bonus of -Def on your foes and +Def from your utility strike will make it even better. Bonus if you grab one of the more elemental/chunky sword options... wielding radioactive ore! Two Sword/Nin - Huge, green skin, blue bandana. Twin Ninja Swords. Enough utility from /Nin that you can focus on Dual Blades. Combos come close to the absurd chain, and are MUCH more viable without a 14% failure rate. Make sure to go Weapons Mastery for MOAR ninja shenanigans. Stone/Fiery - Mitigation from Stone, AoE and more damage from Fiery - Volcano, oil fire, forge (with more metally or crystally SM cosmetic)... concepts galore! Pillars of salt and flame! Make an angel! Make the enemies angels! Savage/Ice - Hunger... such hunger... The taste of flesh was a necessity in the arctic north, but now... now you crave it again... Cannibal/wendigo/polar bear/anthromorphic orca (those mofos kill for fun). Savage doesn't need much to be useful, which is great, since you want ALL of Ice. Again, both powersets want to be surrounded, so make it happen! TP in, and start shredding. Radiation/Stone - Rufus, the Demon Core. Criticality THIS! Be a nerdy/WWII/atomic-age reference. Run multiple damage auras. Encase yourself in your shell, and then ruin everyone's day as a result of it! Stone is becoming a new hotness for scrappers, and a little bit of extra AoE and damage never hurt anyone... except your targets. Street/Electric - StJ Combo system is combo's done right... Build and consume, not locked in chains. Also, amazing (read: obscene) damage... that pays for it with your end bar. Fortunately, /Elec solves that with drains and +EndRed. Quick attacks to minimize delays for mitigation clickies, VICIOUS animations, and some active mitigation on most attacks to shore up the lack of Def from /Elec. Side note: Bummed I missed the secondary post and discussion... c'est la vie, I chime in here. Also, would've love to mix some of 4/4 2nd Tiers with the 8/8 1st Tiers, but didn't think that was allowed/valid.
  12. An example "Huntsman" build - attacks all from the Soldier pool, but Secondary/Utility from Bane and Soldier. This Villain build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Arbiter Nevyn: Level 50 Magic Arachnos Soldier Primary Power Set: Bane Spider Soldier Secondary Power Set: Bane Spider Training Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Villain Profile: Level 1: Single Shot -- Apc-Dmg:50(A), Apc-Acc/Dmg/Rchg:50(3), Apc-Acc/Rchg:50(3), Apc-Dmg/EndRdx:50(5), Apc-Dam%:50(5), AchHee-ResDeb%:20(7) Level 1: Bane Spider Armor Upgrade -- GldArm-3defTpProc:10(A), GldArm-ResDam:50(7), GldArm-End/Res:50(9), UnbGrd-ResDam:50(9), UnbGrd-ResDam/EndRdx:50(11) Level 2: Burst -- SprSpdBit-Acc/Dmg:50(A), SprSpdBit-Dmg/Rchg:50(17), SprSpdBit-Acc/Dmg/Rchg:50(19), SprSpdBit-Dmg/EndRdx/Rchg:50(19), SprSpdBit-Acc/Dmg/EndRdx/Rchg:50(21), SprSpdBit-Rchg/Global Toxic:50(21) Level 4: Wolf Spider Armor -- StdPrt-ResDam/Def+:30(A), StdPrt-ResDam/EndRdx:30(23), StdPrt-ResKB:30(23) Level 6: Wide Area Web Grenade -- GrvAnc-Immob/Rchg:50(A), GrvAnc-Acc/Immob/Rchg:50(25), GrvAnc-Acc/Rchg:50(46), GrvAnc-Immob/EndRdx:50(48), GrvAnc-Hold%:50(48) Level 8: Heavy Burst -- DS:DSyncAccRange(A), DS:DSyncDamRange(27), PstBls-Acc/Dmg/EndRdx:50(27), Ann-Acc/Dmg/EndRdx:50(29), Ann-ResDeb%:50(29), PstBls-Dmg/Rng:50(31) Level 10: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(31), LucoftheG-Def/EndRdx:50(31) Level 12: Venom Grenade -- SprDmnofA-Acc/Dmg:50(A), SprDmnofA-Acc/Dmg/Rchg:50(33), SprDmnofA-Dmg/EndRdx/Rchg:50(33), SprDmnofA-Acc/Dmg/EndRdx/Rchg:50(33), SprDmnofA-Rchg/DmgFear%:50(34), Ann-ResDeb%:50(34) Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(34) Level 16: Kick -- Hct-Dmg:50(A), Hct-Acc/Dmg/Rchg:50(25), Hct-Acc/Rchg:50(48), Hct-Dmg/EndRdx:50(50), Hct-Dam%:50(50) Level 18: Frag Grenade -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(36), SprFrzBls-Acc/Dmg/EndRdx:50(36), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(36), SprFrzBls-Rchg/ImmobProc:50(37), FrcFdb-Rechg%:50(37) Level 20: Tough -- UnbGrd-Max HP%:20(A), UnbGrd-ResDam:50(37), UnbGrd-ResDam/EndRdx:50(39), UnbGrd-ResDam/EndRdx/Rchg:50(39) Level 22: Mental Training -- Run-I:50(A) Level 24: Cloaking Device -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(39), LucoftheG-Def/EndRdx:50(40) Level 26: Weave -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(40), LucoftheG-Def/EndRdx:50(40) Level 28: Surveillance -- DS:DSyncAccDefDebuffToHitDebuff(A) Level 30: Maneuvers -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(42), LucoftheG-Def/EndRdx:50(42) Level 32: Tactical Training: Assault -- EndRdx-I:50(A) Level 35: Assault -- EndRdx-I:50(A) Level 38: Call Reinforcements -- ExpRnf-Acc/Dmg:50(A), ExpRnf-Dmg/EndRdx:50(42), ExpRnf-Acc/Dmg/Rchg:50(43), ExpRnf-+Res(Pets):50(43), CaltoArm-EndRdx/Dmg/Rchg:30(43), CaltoArm-+Def(Pets):30(45) Level 41: Combat Jumping -- Rct-ResDam%:50(A), Ksm-ToHit+:30(45), ShlWal-ResDam/Re TP:50(50) Level 44: Combat Training: Defensive -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(45), LucoftheG-Def/EndRdx:50(46) Level 47: Tactical Training: Leadership -- RctRtc-Pcptn:20(A) Level 49: Vengeance -- Prv-Absorb%:50(A) Level 1: Conditioning | Hidden Level 1: Brawl -- Acc-I:50(A) Level 1: Sprint -- UnbLea-Stlth:50(A) Level 2: Rest -- Empty(A) Level 1: Swift -- Run-I:50(A) Level 1: Hurdle -- Jump-I:50(A) Level 1: Health -- Pnc-Heal/+End:50(A), Mrc-Rcvry+:40(11), NmnCnv-Regen/Rcvry+:50(13), Pnc-Heal:50(46) Level 1: Stamina -- PwrTrns-+Heal:50(A), PwrTrns-EndMod:50(13), PrfShf-End%:50(15), PrfShf-EndMod:50(15), SynSck-EndMod/+RunSpeed:50(17) Level 50: Born In Battle Level 50: High Pain Threshold Level 50: Invader Level 50: Marshal ------------ ------------
  13. This Hero build was built using Mids Reborn 3.2.17 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Penitentes: Level 50 Natural Scrapper Primary Power Set: Spines Secondary Power Set: Ice Armor Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Lunge -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(3), SprBlsCol-Acc/Dmg/EndRdx:50(3), SprBlsCol-Acc/Dmg/Rchg:50(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(5), SprBlsCol-Rchg/HoldProc:50(7) Level 1: Frozen Armor -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(7), LucoftheG-Def/EndRdx:50(9), ShlWal-ResDam/Re TP:50(9), Ksm-ToHit+:30(11), Rct-ResDam%:50(11) Level 2: Spine Burst -- OvrFrc-Acc/Dmg:50(A), OvrFrc-Acc/Dmg/End:50(13), OvrFrc-Dmg/End/Rech:50(13), OvrFrc-Acc/Dmg/End/Rech:50(15), OvrFrc-Dam/KB:50(15) Level 4: Hoarfrost -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(17), Prv-EndRdx/Rchg:50(17), Prv-Heal/Rchg:50(19), Prv-Heal/Rchg/EndRdx:50(19), Prv-Absorb%:50(21) Level 6: Build Up -- GssSynFr--Build%:50(A) Level 8: Impale -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(21), SprWntBit-Acc/Dmg/EndRdx:50(23), SprWntBit-Acc/Dmg/Rchg:50(23), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(25), SprWntBit-Rchg/SlowProc:50(25) Level 10: Wet Ice -- EndRdx-I:50(A) Level 12: Chilling Embrace -- EndRdx-I:50(A) Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27) Level 16: Glacial Armor -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(27), LucoftheG-Def/EndRdx:50(29) Level 18: Quills -- SprScrStr-Acc/Dmg:50(A), SprScrStr-Acc/Dmg/Rchg:50(29), SprScrStr-Dmg/EndRdx/Rchg:50(31), SprScrStr-Acc/Dmg/EndRdx/Rchg:50(31), SprScrStr-Rchg/+Crit:50(31) Level 20: Energy Absorption -- GifoftheA-Def/EndRdx:40(A), GifoftheA-EndRdx/Rchg:40(33), GifoftheA-Def/EndRdx/Rchg:40(33), GifoftheA-Run+:40(33), EffAdp-EndMod/EndRdx:50(49) Level 22: Kick -- Acc-I:50(A) Level 24: Tough -- Ags-ResDam:50(A), Ags-ResDam/EndRdx:50(34), Ags-ResDam/EndRdx/Rchg:50(34) Level 26: Ripper -- SprCrtStr-Acc/Dmg:50(A), SprCrtStr-Dmg/Rchg:50(34), SprCrtStr-Acc/Dmg/Rchg:50(36), SprCrtStr-Dmg/EndRdx/Rchg:50(36), SprCrtStr-Acc/Dmg/EndRdx/Rchg:50(36), SprCrtStr-Rchg/+50% Crit:50(37) Level 28: Permafrost -- StdPrt-ResDam/Def+:30(A), UnbGrd-Max HP%:50(37), GldArm-3defTpProc:50(37), Ags-Psi/Status:50(47) Level 30: Weave -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(39), LucoftheG-Def/EndRdx:50(39) Level 32: Throw Spines -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(39), SprFrzBls-Acc/Dmg/EndRdx:50(40), SprFrzBls-Acc/Dmg/Rchg:50(40), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(40), SprFrzBls-Rchg/ImmobProc:50(42) Level 35: Icicles -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(42), SprAvl-Acc/Dmg/EndRdx:50(42), SprAvl-Acc/Dmg/Rchg:50(43), SprAvl-Acc/Dmg/EndRdx/Rchg:50(43), SprAvl-Rchg/KDProc:50(43) Level 38: Icy Bastion -- Ags-ResDam/Rchg:50(A), Ags-EndRdx/Rchg:50(45), Ags-ResDam/EndRdx/Rchg:50(45) Level 41: Moonbeam -- Apc-Dmg/Rchg:50(A), Apc-Acc/Dmg/Rchg:50(45), Apc-Acc/Rchg:50(46), Apc-Dmg/EndRdx:50(46), Apc-Dam%:50(46) Level 44: Shadow Meld -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def/Rchg:50(47) Level 47: Combat Jumping -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(48) Level 49: Assault -- EndRdx-I:50(A) Level 1: Critical Hit Level 1: Brawl -- Acc-I:50(A) Level 1: Sprint -- Clr-Stlth:50(A) Level 2: Rest -- Heal-I:50(A) Level 1: Swift -- Run-I:50(A) Level 1: Hurdle -- Jump-I:50(A) Level 1: Health -- NmnCnv-Regen/Rcvry+:50(A), Pnc-Heal/+End:50(48) Level 1: Stamina -- EndMod-I:50(A), EndMod-I:50(48) Level 49: Quick Form Level 50: Portal Jockey Level 50: Task Force Commander Level 50: The Atlas Medallion Level 50: Freedom Phalanx Reserve ------------ My Spines/Ice - some different slotting. May need to update this.
  14. The Forcespec allows you access to either the Crab/Bane powers, and all the Soldier powers. You can mix/match Crab/Soldier and Bane/Soldier, or just stay a Soldier. Mind, duplicate powers in Crab/Soldier lock you out of the other one (e.g. you can get the Crab Venom Grenade, but not ALSO the Soldier Venom Grenade).
  15. Ran a Savage/Dark up to 50... Helluva ride, and 100%, Blood Thirst was used to CONTINUE the carnage, not initiate.
  16. Kheldian construction is about to be shaken up, due to impending changes to toggle suppression on Test. May want to wait that out a bit... Might see Defense-capped Dwarf builds.
  17. Well, yeah, you tripled your success rate. Instead of losing the combo 14% of the time, you lost it 5% of the time.
  18. 1) Perception. Losing the combo sucks. This I remember from playing DB/Will myself (broot, though). 2) Quickly checked in Mids: BF > Attack Vitals ~158DPS (though, unsure on the contribution of the combo piece, since scrambling the order of the powers meant the same DPS) BF > AS > SS > AS @221% global +Recharge and 96% +Recharge in AS ~190DPS - That's a 32DPS difference... on SO/common IO slotting for the attacks. You're not wrong that it is an INSANE amount of recharge, but it IS better DPS than the combo.
  19. StJ >>>>>>>>>>>>>> Savage in damage. Once the combos come online, it'll be amazing. Much of Savage's damage is in the form of DoT's - which AREN'T factored into crit damage.
  20. What other attack set had secondary effect failure rate of 1/7? Much like Fiery Melee is panned due to "damage" being it's secondary effect, and other sets do damage better... Non-Stalker Dual Blades, under the old combo system, would fail the combination 1 out of 7 times, assuming at the ToHit cap of 95%. Obviously, the worse your accuracy, the more likely your secondary effect didn't exist. Agree, with the changes it should be better, but I've not yet revisited it.
  21. Is there a system to the Void#### nomenclature? I've always wondered.
  22. Legacy DB/* was well aware of the best chain ignoring combos. Especially egregious, since your secondary ability (the combos) failed ~14% of the time at the ToHit cap. It just wasn't as accessible, due to market inflation.
  23. Literal, physical pain. Frontal lobes. Only happened when playing the Elec/Sonic Blaster, does not occur with other sets, or even other Elec/ blast toons. Doesn't occur with /Sonic Manip blasters on team, presumably because there's enough VFX noise that I'm not as aware. Occurred as well when just previewing the Sonic Assault animations. Headache usually goes away about 20minute after NOT viewing the animations. Shades of the OG Sonic support set and headache reports - Though, 10+ years ago, that didn't bother me then.
  24. Unknown on SFX, but the VFX are still an issue. Sonic Manipulation VFX are "off" enough that they spark a headache for me, enough that I had to mothball an Elec/Sonic Blaster I wanted to play. Previewing the animations for Sonic Assault resulted in the same headache. I wish we had alternate animations.
  25. 1 Acc/3 Dam/1 EndRed in attacks (Except ET - no EndRed, and Burn - no Acc) 3 Resist in shields 3 Rech in clickies (BU, HF, etc) 3 Heal/EndMod in anything that takes them. Profit.
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