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Uun

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Everything posted by Uun

  1. At full fury, brutes will outdamage scrappers. Scrapper base damage scale is 1.125. Assuming 95% +dmg from enhancements, scrappers will be at 2.19 before criticals. Criticals have a 5% to 15% chance to occur depending on the rank of the foe and the power being used. Assuming an average chance of 7.5%, scrappers should average 2.36. Brute base damage scale is 0.75. Full fury provides about 175-200% +dmg, which is added to the 95% from enhancements, bringing brutes to 2.78-2.96. Some primaries offer more AoE, others are more ST focused, but all generate fury much the same. There are 22 to choose from. Play what you enjoy.
  2. It's not always the same type. I think it might be whatever was at the top of the stack, but I haven't checked it. It just happened again 5 minutes ago - I was posting 7 or 8 enhancements for sale and of course the one that bugged was the Gravitational Anchor I was posting at 15,000,000. I could do that, but I find it really handy to keep large enhancements in the Stored tab.
  3. On most characters I store 5-10 large inspirations in the Auction House. When posting items for sale, the item I'm selling will be at the bottom of the Stored Item list. I'll enter the listing price, click the post button, get the confirmation dialog for the AH fee (this only seems to happen selling pricey items), click OK, then discover that the item I wanted to list is still in my inventory and I'd just listed a large inspiration for $15,000,000 and paid a $1,500,000 fee. This has happened to me so often that I'm on the lookout for it. No matter how careful I am that I'm clicking on the correct item, it seems to happen about 1 of every 10 transactions over the confirmation limit.
  4. It also meshes really well with Hybrid/Control Core
  5. Fire/Time/Power corruptor
  6. It's really good, but you have to get into melee, which may not suit Mind. It's autohit, so no acc required. I have mine frankenslotted with 2x end/hold, 1x end/hold/rech (because it has a long cooldown if it drops), and 1x dmg proc. Makes it easy to hold bosses - once they're in the aura, just hit them with Dominate.
  7. You don't need AoE holds on the healing mitos. Everyone should be attacking the same target. Dom should be spamming the ST hold and everyone else attacking. If you need more holds, you can go to the P2W vendor and get the Taser Dart origin power (which is a ST hold).
  8. If you want your scrapper to have a taunt aura (as I do), play /Invul, /Rad or /Shield (the aura on /WP has a really short duration). I don't really feel like scrappers need changes to distinguish them from brutes, although I would like to see the scrapper resistance cap increased to 80% to distinguish them from everyone else.
  9. I really like corruptors. More damage (even after debuff strength is factored in), you can skip the T1 blast, scourge. I've got a Fire/Time that's just sick, a Rad/Dark and an Archery/TA.
  10. Uun

    Claws/Elec Brute

    I haven't played Claws since live, but I've done /Elec recently. Really sturdy once you get IO sets. Instead of soft capping defense, I capped resistance to S/L/En and have defense of about 25% to all. The big hole is toxic resistance, which you can partially plug with IOs. KB protection doesn't work when you're off the ground, so you might want to pick up an IO. Basically immune to endurance drain, and once you get Power Sink, all your endurance issues go away. The T9 should absolutely be skipped.
  11. Explosive Shuriken is grossly underpowered considering it's really a single target attack (only the DoT is AoE), it has a 12 second recharge and it's a T9.
  12. I've been leveling a DP/MC on a themed SG team for the past month or two. My biggest complaint about the combo is that there's no BU or Aim. Swap Ammo doesn't provide enough of a damage buff to offset the loss of BU, and while the 20% chance to crit added to Shinobi does add to dps, it doesn't help with burst damage. I really miss being able to use BU/Aim before using the nuke. Without them, Hail of Bullets is really unimpressive, especially given how long the animation is. I agree that the animation for Piercing Rounds is also way too long.
  13. When you consider that Spinning Kick has the same end cost as Thunder Kick, only 10% less damage and only 1 sec longer recharge, you're almost getting the AoE for free. I find the cone pretty easy to line up and have no problem getting 3+ foes in it. I usually target the foe I want in the center and hit "F". The melee cones I have issues with are much tighter, like Proton Sweep (7 ft radius and 74 deg arc). I've been playing a Martial Arts scrapper since 2004. I've been suggesting for years that they replace Storm Kick with Spinning Kick to give the set a cone.
  14. I've got a Plant/Martial. To answer your question, Explosive Shuriken is essentially a ST power - the splash damage is barely noticeable. Caltrops does provide good damage (and can be slotted with procs). You also get AoE from Trick Shot, Spinning Kick and Dragon's Tail. Best power in the set is Masterful Throw. Envenomed Blades is meh.
  15. BTW, I ran an all-fire ITF over the weekend. Obviously a wider mix of ATs - I was on a Fire/Nature controller, but we had dominators, blasters, corruptors and a couple of brutes. I think we clocked in at 38 minutes for a defeat most (+3 for first two missions and +4 for last two).
  16. With Plant, Earth and Ice controllers, did nobody take the ST immobilize? Immobilizes are not affected by the purple triangles and will root an AV in a single application.
  17. Just because you can solo at +0, doesn't make you effective. If a lvl 32 defender showed up on one of my teams with your build, I would kick them. A defender with 2 powers from their primary and 5 pool power melee attacks brings nothing to a team. You may think you're doing "just fine", but you don't provide material buffs/debuffs or dps. It's unfair to ask the rest of the team to pick up your slack.
  18. Carnies are currently available
  19. If you want to build an intentionally gimped character and solo it, that's your business. But that's not what the OP was asking.
  20. They've got more AoE attacks than many of the other pets, so their ST dps is somewhat lower.
  21. If your primary is an attack set, the T2 is always the stronger attack. I will skip the T1 on scrappers, brutes and corruptors but take it on blasters as it can be used while mezzed. On sets where the secondary is the attack set (defenders and tanks), you're stuck with the T1 and unless the T2 is really good I will skip that. On control sets you're never going to skip the ST hold (always the T2). Usually the T1 is a ST immobilize. I may be in the minority, but I always take these and usually slot them. For controllers they set up containment and are usually one of the few ST damage powers. Even on dominators, all of these have -fly and the immobilize is mag 4, which will root a boss or AV. On buff/debuff sets it's a bit of mish-mash. Sometimes you want both, sometimes you want neither (I'm looking at you Storm). If you take a set as a corruptor you're stuck with the secondary T1, but you can skip the T1 blast. If you take the set as a defender, the reverse is true. I always take the T9 on attack and control sets. I usually skip it on armor sets except for those that don't have severe crashes. I'm mixed on the buff/debuff sets. I skip EM Pulse, EMP Arrow and Time Bomb,
  22. Hurricane is situational. It works very well if you've got a corner to push the mobs into, or if you want to avoid a melee attack. It's got a huge -tohit, which can be effective against AVs even if they resist a lot of it.
  23. I rolled a fire/nature about a month ago and dinged 50 yesterday. This is the build I leveled with as it currently stands. I know the defense numbers are low, but it's very durable if you can keep mobs within Entangling Aura and Spore Cloud (and avoid getting mezzed). Hot Feet + Entangling Aura is a great combo. I've got procs slotted in each but not sure how much they're really doing. Spore Cloud + Smoke gives you about 30% -tohit, although I wish Spore Cloud had a larger radius. Bonfire provides good mitigation (don't forget the KB>KD) and decent damage. Not sure what combination of procs and damage enhancements is optimal. You could slot for set bonuses, but the accuracy is wasted (power is autohit).
  24. I skip it until at least lvl 22 (when you can slot lvl 25 enhancements). I wouldn't skip it entirely, because damage enhancements will add about 95% +dmg to the ~200% fury seems to provide. Also, set bonuses are nothing to sneeze at.
  25. /Elec has end drain and -recovery resistance. You can laugh at Sappers, Carnies and Super Stunners all day long.
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