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Boulis

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Posts posted by Boulis

  1. OK, after discovering that Stealth is inadequate to cover my defensive needs and Hasten is an absolute must to shore up a whole bunch of offensive clumsiness I had to revise my build somewhat. I am soon going to test it on the pylons but its performance has been amazing on the test servers so far:

     

    Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    CL925: Level 50 Magic Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Villain Profile:
    Level 1: Swipe -- SprScrStr-Dmg/EndRdx/Rchg(A), SprScrStr-Acc/Dmg/EndRdx/Rchg(3), SprScrStr-Rchg/+Crit(3)
    Level 1: Focused Fighting -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(19), RedFrt-EndRdx/Rchg(21), RedFrt-Def/EndRdx/Rchg(21), RedFrt-Def(31), RedFrt-EndRdx(33)
    Level 2: Focused Senses -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(33), RedFrt-EndRdx/Rchg(33), RedFrt-Def/EndRdx/Rchg(34), RedFrt-Def(34), RedFrt-EndRdx(34)
    Level 4: Slash -- SprCrtStr-Dmg/Rchg(A), SprCrtStr-Acc/Dmg/Rchg(5), SprCrtStr-Dmg/EndRdx/Rchg(5), SprCrtStr-Acc/Dmg/EndRdx/Rchg(7), SprCrtStr-Rchg/+50% Crit(7), AchHee-ResDeb%(9)
    Level 6: Agile -- LucoftheG-Def(A), LucoftheG-Def/Rchg+(43)
    Level 8: Spin -- Obl-Dmg(A), Obl-Acc/Rchg(9), Obl-Dmg/Rchg(15), Obl-Acc/Dmg/Rchg(17), Obl-Acc/Dmg/EndRdx/Rchg(17), Obl-%Dam(19)
    Level 10: Follow Up -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(11), Hct-Acc/Rchg(11), Hct-Dam%(13), Hct-Dmg(13), GssSynFr--Build%(15)
    Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Practiced Brawler -- RechRdx-I(A)
    Level 18: Dodge -- Rct-ResDam%(A), LucoftheG-Def/Rchg+(43), ShlWal-ResDam/Re TP(46)
    Level 20: Quickness -- Run-I(A)
    Level 22: Focus -- SprWntBit-Acc/Dmg(A), SprWntBit-Rchg/SlowProc(23), SprWntBit-Dmg/Rchg(23), SprWntBit-Acc/Dmg/EndRdx(25), SprWntBit-Dmg/EndRdx/Acc/Rchg(25), SprWntBit-Acc/Dmg/Rchg(27)
    Level 24: Kick -- KBDist-I(A)
    Level 26: Tough -- UnbGrd-EndRdx/Rchg(A), UnbGrd-Rchg/ResDam(27), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-Max HP%(29), GldArm-3defTpProc(31), StdPrt-ResDam/Def+(31)
    Level 28: Weave -- LucoftheG-Def/Rchg+(A), GifoftheA-Run+(43), LucoftheG-Def(45)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 32: Eviscerate -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(37), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/Rchg(42), SprAvl-Acc/Dmg/EndRdx/Rchg(42), SprAvl-Rchg/KDProc(42)
    Level 35: Lucky -- GifoftheA-Run+(A), LucoftheG-Def/Rchg+(46)
    Level 38: Evasion -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(39), RedFrt-EndRdx/Rchg(39), RedFrt-Def/EndRdx/Rchg(39), RedFrt-Def(40), RedFrt-EndRdx(40)
    Level 41: Conserve Power -- EndRdx-I(A)
    Level 44: Physical Perfection -- RgnTss-Regen+(A)
    Level 47: Shockwave -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(48), Ann-Acc/Dmg/Rchg(48), Ann-Acc/Dmg/EndRdx(48), Ann-Acc/Dmg/EndRdx/Rchg(50), Ann-ResDeb%(50)
    Level 49: Maneuvers -- GifoftheA-Run+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Quick Form
    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 -- Empty(A)
    Level 2: Health -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(36), NmnCnv-Heal/Rchg(36), NmnCnv-Heal/EndRdx/Rchg(36), NmnCnv-Heal(37), NmnCnv-Regen/Rcvry+(37)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- PrfShf-EndMod/Rchg(A), PrfShf-EndMod(45), PrfShf-EndMod/Acc(45), PrfShf-End%(46)
    Level 50: Musculature Core Paragon
    Level 50: Degenerative Core Flawless Interface
    Level 50: Assault Core Embodiment
    ------------

     


    Still keeping to the Incarnate softcap means my regen and end use is not as robust/efficient as it could be but I feel it is still smooth nonetheless.

    • Like 2
  2. 2 hours ago, InvaderStych said:

    @Boulis

     

    Was mids showing you the non-combat defense of Stealth, or the suppressed value?

     

    There's a setting that governs which value it shows, you might already know though, but ...

     

    Options -> Configuration -> Effects & Maths -> Check the "Attacked" box under "Suppression" on the far right of that config page.

     

    That should give Stealth the 1.88% base +def that it gives during combat.

    Actually I knew nothing about this Invader, thank you so much for highlighting this important feature! The reduction in defense is drastic (Maneuvers is clearly superior) so back to the drawing board for me. I'm wondering therefore why one would ever choose Stealth? My thinking is if you want to launch a massive alpha strike perhaps and want to not draw mob attention?

  3. I had a question about this issue but it also concerns Mids. In my claws/sr build (softcapped to Incarnate defense for M/R/AoE) near the bottom of this scrapper sub-forum, I opted out of Leadership Maneuvers/Tactics in order to get Hasten (which I 2-slotted for recharge) which has been night and day in terms of increasing damage. For my last power I decided to take Stealth (the slot has the Gift of the Ancients global) in order to keep the 59% Incarnate soft cap. 
     

    But then after reading this post I changed my mind, removed Stealth and put Maneuvers back in. But now, no matter how I try, I cannot reach the incarnate soft cap. Why? Is this a Mids issue?

  4. Ok, incorporated everyone’s suggestions and the build is rocking! I decided to try the Hasten option as Bill suggested (I mean my toon is a cat guy, nothing wrong with a little speed, right?) So I backed off Leadership and went with Stealrh (more thematic) for the extra def to maintain the incarnate softcap. Took the Gauss proc and slotted it into FU as Croax and Ivan had suggested.  The difference is noticeable to me even though in Mids my ToHit/Acc/Dam numbers went down. 
     

    Thanks again everyone for the much appreciated help!!

    • Like 2
  5. I think no matter what I would never be able to equal your best performances (pilot error or Hasten notwithstanding) simply because of all the emphasis on maintaining the Incarnate soft cap. Still, your suggestions might actually improve my time which was, in any case, what I was hoping for. One more question in order to see if I can maybe integrate Croax's suggestion through the back door: would it be good to replace one of the Hecatomb slots (my instinct would be the dam one but I could do dam/end too) with the Touch of Death proc? Would the loss of those resists (and the few points of regular damage) be worth it in terms of the extra damage from the proc going off at about 56% chance?

  6. 4 hours ago, Bill Z Bubba said:

    Hi there. You've got 1 too many LotG +7.5% recharge in the build. Saw that by clicking on View Active Sets. Nice job hitting the incarnate softcap so perfectly with a scrapper. That had to have taken some thought.

     

    More DPS, huh? Main problem I'm seeing is the lack of hasten to tighten up your single target chain but you do have conserve power and -res procs in slash and shockwave ... what attack chain were you using on the pylon while testing? I've seen a lot of folks go with followup, focus, slash, shockwave but since you have eviscerate with its higher chance for criticals, ya might try dumping focus and going followup, slash, eviscerate, shockwave. Not sure if you can pull off just fu, slash, evis without hasten, but that, I think, was what I had going on my claws/bio scrapper for his best time ever.

     

    Thanks Bill, I much appreciate the commentary. Truth is, I was using one of your posted builds as a benchmark so I’m really happy you could contribute! I noticed the LotG thing too but what is strange is that my numbers drop (by the tiniest fraction) if I replace any of the (6) LotG’s with the Gift of the Ancients global. Is that a Mids problem? If it is Mids malfunctioning I think I would put the GotA in the last slot of Agile as that seems to show the least loss.

     

    My attack chain was FU/Focus/Slash/SW as you guessed and my End basically held throughout the process. My timekeeping was hazy but it felt slower than yours (which as I said was my benchmark). My clumsy clicking would probably have nullified any advantage I could get from Hasten and in any case I avoided it because it just did not thematically fit (that applies doubly to any flight powers which I noticed you use a lot). In any case they seemed to be recharging fine but I am really intrigued by your advice on Eviscerate - I think I might try that! (Although I suspect my slow time has a lot to do with pilot error.)

     

    Thanks as well to Croax (big fan of your Stalker builds and I am following one closely on Everlasting — ((Clouded Leopard is on Excel))! I messed around with exactly what you advised before I posted the build and it seemed to really cut the damage for FU considerably so I switched the Gauss proc to Tactics. I could try it again and maybe remove Tactics altogether (guess I would have to seriously rethink Hasten then) but I hesitate to do so because I’m thinking the rearrangement might then proc a cascade effect of slot changes which makes me very afraid...

  7. Hi everyone,

     

    Not generally a min-maxer, but if I love a concept and have a very thematic backstory for a character, I generally try to get every last bit of utility I can out of it. This concept (a Southeast Asian hero named Clouded Leopard) was my main on live and I felt that Claws/SR still fit best, so I stayed with it. I have been dutifully following all the build advice I've seen on the forums over the past month and I think many people here really know what they're talking about so I decided to post the build to get some expert criticism. One caveat: for thematic (and other sundry) reasons I had a desire to try and reach the Incarnate soft-caps for defense and so this build reflects that. With that in mind, is it possible to squeeze out any more offense out of it or no? I tested him on the pylons and he was a bit slower than some of the more offensively minded claws/sr builds I copied from the masters here on forums but I do want to keep his high defense so just wondering if there is room for offensive improvement. (Truth is I am horrible with hotkeys so that might have been an issue too for all I know.) Thanks to all who can take the time to critique!!! 

     

    (Keep in mind that I did not pay a huge amount of attention to the order given that I am seeing this as an end-game build.)

     

    Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    CL9: Level 50 Magic Scrapper
    Primary Power Set: Claws
    Secondary Power Set: Super Reflexes
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Swipe

    • (A) Superior Scrapper's Strike - Damage/Endurance/Recharge
    • (25) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge
    • (25) Superior Scrapper's Strike - Recharge/Critical Hit Bonus

    Level 1: Focused Fighting

    • (A) Red Fortune - Defense/Endurance
    • (27) Red Fortune - Defense/Recharge
    • (27) Red Fortune - Endurance/Recharge
    • (29) Red Fortune - Defense/Endurance/Recharge
    • (29) Red Fortune - Defense
    • (43) Red Fortune - Endurance

    Level 2: Focused Senses

    • (A) Red Fortune - Defense/Endurance
    • (36) Red Fortune - Defense/Recharge
    • (36) Red Fortune - Endurance/Recharge
    • (37) Red Fortune - Defense/Endurance/Recharge
    • (37) Red Fortune - Defense
    • (43) Red Fortune - Endurance

    Level 4: Slash

    • (A) Superior Critical Strikes - Damage/RechargeTime
    • (5) Superior Critical Strikes - Accuracy/Damage/RechargeTime
    • (5) Superior Critical Strikes - Damage/Endurance/RechargeTime
    • (7) Superior Critical Strikes - Accuracy/Damage/Endurance/RechargeTime
    • (7) Superior Critical Strikes - RechargeTime/+50% Crit Proc
    • (9) Achilles' Heel - Chance for Res Debuff

    Level 6: Agile

    • (A) Luck of the Gambler - Defense/Endurance/Recharge
    • (43) Luck of the Gambler - Defense
    • (46) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 8: Spin

    • (A) Obliteration - Damage
    • (9) Obliteration - Accuracy/Recharge
    • (11) Obliteration - Damage/Recharge
    • (11) Obliteration - Accuracy/Damage/Recharge
    • (13) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (13) Obliteration - Chance for Smashing Damage

    Level 10: Practiced Brawler

    • (A) Recharge Reduction IO

    Level 12: Follow Up

    • (A) Hecatomb - Damage/Recharge
    • (15) Hecatomb - Accuracy/Damage/Recharge
    • (15) Hecatomb - Accuracy/Recharge
    • (17) Hecatomb - Damage/Endurance
    • (50) Hecatomb - Chance of Damage(Negative)
    • (17) Hecatomb - Damage

    Level 14: Combat Jumping

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (23) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

    Level 16: Super Jump

    • (A) Jumping IO

    Level 18: Focus

    • (A) Thunderstrike - Accuracy/Damage
    • (19) Thunderstrike - Damage/Endurance
    • (19) Thunderstrike - Damage/Recharge
    • (21) Thunderstrike - Accuracy/Damage/Endurance
    • (21) Thunderstrike - Accuracy/Damage/Recharge
    • (23) Thunderstrike - Damage/Endurance/Recharge

    Level 20: Dodge

    • (A) Shield Wall - +Res (Teleportation), +5% Res (All)
    • (46) Reactive Defenses - Scaling Resist Damage
    • (46) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 22: Quickness

    • (A) Run Speed IO

    Level 24: Kick

    • (A) Knockback Distance IO

    Level 26: Tough

    • (A) Unbreakable Guard - RechargeTime/Resistance
    • (37) Unbreakable Guard - Endurance/RechargeTime
    • (39) Unbreakable Guard - Resistance/Endurance/RechargeTime
    • (39) Unbreakable Guard - +Max HP
    • (39) Steadfast Protection - Resistance/+Def 3%
    • (40) Gladiator's Armor - TP Protection +3% Def (All)

    Level 28: Weave

    • (A) Luck of the Gambler - Defense/Endurance/Recharge
    • (48) Luck of the Gambler - Defense
    • (48) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 30: Eviscerate

    • (A) Superior Avalanche - Accuracy/Damage
    • (31) Superior Avalanche - Damage/Endurance
    • (31) Superior Avalanche - Accuracy/Damage/Endurance
    • (31) Superior Avalanche - Accuracy/Damage/Recharge
    • (33) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
    • (33) Superior Avalanche - Recharge/Chance for Knockdown

    Level 32: Shockwave

    • (A) Annihilation - Accuracy/Damage
    • (33) Annihilation - Damage/RechargeTime
    • (34) Annihilation - Accuracy/Damage/RechargeTime
    • (34) Annihilation - Accuracy/Damage/Endurance
    • (34) Annihilation - Accuracy/Damage/Endurance/RechargeTime
    • (36) Annihilation - Chance for Res Debuff

    Level 35: Evasion

    • (A) Red Fortune - Defense/Endurance
    • (42) Red Fortune - Defense/Recharge
    • (45) Red Fortune - Endurance/Recharge
    • (48) Red Fortune - Defense/Endurance/Recharge
    • (50) Red Fortune - Defense
    • (50) Red Fortune - Endurance

    Level 38: Conserve Power

    • (A) Endurance Reduction IO

    Level 41: Maneuvers

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 44: Lucky

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 47: Tactics

    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up

    Level 49: Physical Perfection

    • (A) Numina's Convalesence - +Regeneration/+Recovery

    Level 1: Brawl

    • (A) Empty

    Level 1: Critical Hit 


    Level 1: Quick Form 
    Level 1: Prestige Power Dash

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    |-------------------------------------------------------------------|

    • Like 1
  8. Hi all,

     

    I searched but could not find a specific answer to this one: how can we get the superior version of a set in Beta? The Freebies Menu is quite comprehensive, but I don't see the Superior versions for some sets (like Blistering Cold or Avalanche) in that menu.

  9. Thank you everyone for the superbly comprehensive responses (especially you SM)!  I occasionally lurked on the old live boards and I feel these forums have now equaled them in terms of hospitality and utility. Truly inspiring stuff!

     

    Edit: I see the possibility of Achilles’ Heel on Slash but which is the -Res proc for SW?

  10. On 7/15/2020 at 4:31 PM, Sir Myshkin said:

    Story Time! Going to spoiler this to keep the thread cleaner and the content easier to ignore/skip over.

      Reveal hidden contents

    Originally there was a build slash play style concept back on Retail that was meant to be a challenge for players designed around making "powerless" characters, as in characters who weren't actually "super" but just a regular joe-shmoe off the street. The game inherently doesn't have very many sets that lend to this more natural effect and are usually tied to simple weapons sets to get the least impact. Street Justice is probably the most stripped-down set, and Willpower likely its best counterpart from a "as natural as possible" choice, but there's still an element in each (in my opinion) that doesn't feel stripped enough to count. Street Justice still has some very strong oompf in it, and is very-much along the lines of a "trained to be here/done this a lot" which makes the "average joe" feeling non-existent.

     

    I started looking at disconnected sets, things that weren't tied intrinsically to "power" or training, and the only sets that really leave that open are Devices for Blasters, and Traps for Defenders/Corruptors. Even Trick Arrow includes skill and training (Agility, Gymnast). Archery and Dual Pistols, and even Assault Rifle really all have an element of "practice and skill", but of those Assault Rifle is the most stripped back if I just look at it from M30 Grenade and Full Auto which are both powers that are "spray and pray" in their simplest form. For Traps I could easily get away with calling the units themselves salvaged scrap stolen/found/bought through a multitude of means, and a regular person doesn't need much to turn a device on and watch it work. Thus Traps/AR was the answer. Doing it on a Defender came down to modifiers for Tough, Weave, and Debuffs, I knew that it was going to mean a lot more to bending the Fighting Pool than doing it on a Corruptor.

     

    As I was leveling up the build, initially it didn't seem that weird to be running around at level 5-10 carrying these powers (Boxing, Kick) as it supplemented pretty well and I felt like just another unenhanced Melee in the crowd, and with so few people actually really paying attention to builds no one ever really noticed. By the time I got into my 20's, had Tough, Weave, Maneuvers, and FFG I was a pretty untouchable little Defender. I might not have been winning the crowd over with hard-hitting attacks, but I could easily take the alpha of any group sporting around with 40% defense to everything. Eventually I picked up the necessary slots to get all the unique IO's I needed, and mostly-slotted on attacks sans some of the 50-locked IO's by my mid 30's. I knew going in that Boxing and Kick were basically floored probability, and Cross Punch having a FF+Rech and a -Res were "icing on the cake procs" when they happened, so not seeing them terribly often wasn't a huge loss, but I was really starting to feel the weight of "my damage kind of sucks."

     

    By the 40's I was painstakingly bending over the humor the circumstances rather than the "power" of anything the set could do. Kicking a Vampyr and watching it flail over is pretty darn amusing, but anything Boss level and up was a "struggle" to really deal with if I couldn't open them up with Weakened Resolve first. I know it's a Defender, their damage scaling isn't stellar (it is collectively the lowest or in contention with Controllers). My first real glimmer of power came when I fought the EB from the end of the Halloween tip mission. We were running out of time and no one had stealth, but I knew I could just waltz through the map uninhibited so I bolted to the end. Cleared out the spawns with liberal use of Full Auto and went to town on the EB with the previously mentioned chain, but the bugger wouldn't stop running running RUNNING away from me, so frustrating. Every time I dropped Acid Mortar he'd run like a headless chicken.

     

    I said "Fine, I'll just beat you to submission the old fashioned way." And it actually was enough. That's what gave me the push to finally just hit 50 and check his clear capacity. I know it's definitely not taking down a 54 AV, but 50 is doable so long as the AV doesn't rabbit on me, and I've had varying levels of success in testing those odds having joined some Maria/Tina arc teams to find out how often they'll bolt or not. So far most of the Praetorian's are willing to sit and accept their fate.

     

    The journey to 50 was fun at first, and miserable towards the end. I'd say it was overall my worst leveling experience and don't have any intention of trying to repeat that. In the end I proved that it was an entirely viable path and that the pool is strong enough to work in the game. It was boosted by the presence of both a -Regen and multiple -Res sources to help support it, but that was a key element of necessity in choosing/using a Defender in the first place.

     

    From 1 to 50 I only had three very brief conversations with random folks asking about the character and the choices, of which boiled down to "ah, neat." I had several people see "Defender", and even comment on it being Assault Rifle and saying things like "Classic Build!!!" Yet none of those individuals actually noticed I only possessed the starter Burst, M30, and Full Auto and nothing else. In that same vein I also never had anyone complain about the build either, which I had expected at least on or two of, but never happened. Some part of me questions if the presence of 30+ set bonuses from level 20 on may have been enough to convince nay-sayers from even commenting. A typical "new" player isn't likely to be running around with Steadfast, Glad Armor, Shield Wall, several LotG 7.5's, a Defender ATO set, and half a WO set at 25. Not an Inf Flex, I had most of that from other drops 😅

     

    tl;dr Defender was specific to the necessity of the concept of walking up to a regular citizen and saying "Hey, can you toss a wild punch and push a button on this random stolen Sky Raiders tech? Cool, you're a hero now."

     

    What chain are you rotating through?

     

    Typical for Claws: FU > Focus > Slash (-Res) > SW (-Res) [5/s, allows for easy 2x stack on FU]

    This used to be the considered standard: FU > Focus > Slash (-Res), but harder to achieve for the recharge needed to get FU down, and it appears having Shockwave with the extra -Res is marginally better, and easier to obtain. This shorter chain allows for a brief window of 3x FU every third Focus.

    I think I’m a bit confused by the above and need some clarification. Why is SW more optimal than, say, Eviscerate? I understand that people hate the aesthetics of the animation (I am no fan of it myself) but is there another reason besides an aesthetic one that one would choose SW over Eviscerate? Is Eviscerate more of an End hog? Is it slower? I see some claws/sr people completely ignore it and I would have no problem doing the same if there was solid math behind that choice.

  11. Hi everyone,

     

    Long time lurker, first time poster and a noob to homecoming on top of it (played CoH religiously on live)! First let me thank the wonderful people who brought this -- the greatest MMO evah -- wonderful game back: you are the true heroes!!!

     

    Now, I know I'm wading into the thick of it here in this discussion with the heavyweights and I am no good at math either. However, even though I only roll concept characters, I tend to like to research builds (a lot) before I deploy a toon and I have really looked into builds created by many of the posters in this thread. It seems obvious both sides of this debate know the mechanics of the game intimately. I wanted a Claws/SR toon because that's what I had back on live (a scrapper in those days). Tried it out here but decided I liked the survivability of the brute a bit more (though a tank would have been a bit off concept for me) so I switched. I am enjoying it so far (lvl 25) but had a question that might apply to this debate tangentially. I was told that brutes benefit from quick attacking sets that allow them to build and maintain fury and thus a higher damage output per second. But I see now that some posters above are saying DPS for a brute might be better with heavier weapon sets. So which is it?

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