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Story Archer
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Just tossing this out there - Ninjitsu also has a nice little +Stealth component which, when combined with something like a +Stealth Celerity IO in Sprint makes you almost undetectable. Very useful for stealthing missions which can be a valuable asset, especially if you solo a lot.
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Power set pairings that are optimal on a Scrapper?
Story Archer replied to BuiltDifferent5's topic in Scrapper
It's funny how different people's play experiences vary. My first 50 was a SR/Dark Tanker and I thought that was the most boring character I'd ever played. The animations for Shadow Punch, Smite and Touch of Fear couldn't be more generic and I felt like I spent literally half the game rooted in the Shadow Maul animation. Meanwhile with Claws I have a ranged attack, a ranged cone attack, a melee AoE attack and a very cool animation heavy hitter in Eviscerate, plus I've been able to make some of the coolest costume options that I could never hope to have made with DM. Different strokes, I guess, but that's one of the things that makes this game so great. -
What are the actual mechanical benefits of Domination?
Story Archer replied to Story Archer's topic in Dominator
It's 117.5% without Hasten and has the T4 Ageless Incarnate. [Lady Wormwood] alt.mbd -
What are the actual mechanical benefits of Domination?
Story Archer replied to Story Archer's topic in Dominator
At the moment my final build has +117.5% global recharge, and I generally try to pop the Ageless Incarnate (topped out) whenever it is up. I haven't had any problems maintaining perma-Dom, but that sounds about right, doesn't it? That should be enough to reliably maintain it barring extraordinary circumstances? -
I've played about a dozen Scrappers to 50 over the years and my favorite one for most of that time was my Dual Blades/Ninjitsu. I can't say enough about that build and all the things I like about it. However, my aversion to Bio-Armor stemmed from my personal distaste for its visuals and my failure to fully appreciate how Absorb shields worked. Having discovered that there was a 'minimal FX' option for Bio Armor, I finally gave it a shot (Claws/Bio-Armor), and I have to say she's become my favorite Scrapper and one of my top two favorite builds of all time. She is just so, so very lethal. I've got her maxed out now and I just can't stop playing her, so much so that I've made her my 'new' badger just to have a reason to always have her out. Her survivability is great, she's not as 'clicky' on defense as I feared (I don't care for high-maintenance defenses), but I think the thing I like most about her is her efficiency and versatility in combat. Having a fast-recharging ranged attack (with KD to boot) as part of your regular attack chain is such a big deal for melee types. My standard attack chain is incredibly tight, regardless of whether I'm fighting single targets or groups. vs. hard targets: Follow Up -> Eviscerate -> Focus vs. groups: Follow Up -> Eviscerate -> Spin I open with Shockwave on my way in, maybe popping Shadow Meld if I think it's necessary and then it's just lather, rinse repeat, with Genetic Contamination cooking all the while. I had thought to include Cross Punch in my attack chain (it's an incredibly under-appreciated power imo), but there's neither any room nor any need for it. Crits just rain down. Strike and Moonbeam aren't even in my power tray, unless I'm exemping down. See build below, if anyone's curious or wants to comment. [Ladyshrike] alt.mbd
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It's right there at perma (0.2 seconds off, not counting for casting time), but the Ageless Incarnate more than puts it over the top.
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Tossing in another approach, just to give you some different things to consider. Dominator (Plant Control - Fiery Assault) L50 alt.mbd I'm going against the grain a little bit by not taking Hasten, Blazing Bolt or Fly Trap and slotting Strangler for damage. My plan is to use a steady rotation of Strangler, Fire Blast and Blaze for my single-target attacks. Blazing Bolt's recharge is too long and it's endurance cost too high imo. My global +Rech without Hasten is 110% which should be adequate to keep Perma-Dom, with the Ageless Incarnate essentially serving as a stand-in and keeping my Endurance up. I'd like to have my Ranged Defense a little higher (35.6%), since I plan to run with Hover/Evasive Maneuvers, but I feel like I'd have to give up too much in the places where I can do it. This is definitely going to be my most expensive build yet, but hey - it's only influence.
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What are the actual mechanical benefits of Domination?
Story Archer replied to Story Archer's topic in Dominator
This is, of course, discounting the benefits of the Ageless Incarnate. I'll have to experiment with Ageless to see what it would need to be if I wanted to use it in place of Hasten. I'm building a Fire/Plant/Fire, and the version of my post-50 build without Hasten has 117.5% global recharge. Wanting Seeds and Rain of Fire available as often as possible and Creepers perma'ed, the instinct was to go with perma-Hasten, but Ageless does the trick to close those gaps and offers more besides. Presumably between the Endurance bar refilling when Domination pops and the +Recovery from Ageless, I shouldn't have any Endurance issues. On a side note - do you know anything about Fiery Orb? I was thinking about putting it in my sixth Creepers slot, but I'm not sure if the proc fires when I use the ability or if it procs like the other damage procs do, continuously throughout its activation... [Lady Wormwood].mbd This is the build, just to put it out there. It's looking like it'll be my most expensive build ever, with 6 purple sets plus, but hey - it's only influence, right? Note: Build updated 04/17 to reflect actual in-game post-50 build. -
What are the actual mechanical benefits of Domination?
Story Archer replied to Story Archer's topic in Dominator
If you don't take Hasten, what amount of global recharge do you need to make Domination perma? -
Here's a truly bad@ss Fire/Atomic Blaster (the best primary and the best secondary imo). Soft-capped Ranged defense and Hover/Flight ftw! [Starsprite].mbd
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These are two pretty confusing powers individually, but in concert? Way past my pay grade. And is Fiery Orb ever a worthwhile consideration? I've never used it and never seen it used. I'm currently slotting Creepers like this (see below) and I'm trying to decide on that final slot. Right now it's between another damage proc (like Ice Mistral's Torment or Explosive Strike) or a wild card like Fiery Orb. Carrion Creepers: Trap of the Hunter (ACC/Rech) Trap of the Hunter (Lethal proc) Javelin Volley (Lethal proc) Bombardment (Fire proc) Positron's Blast (Energy proc) [Empty]
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What are the actual mechanical benefits of Domination?
Story Archer replied to Story Archer's topic in Dominator
Thank you - the text describing it as granting a damage bonus was one of the things that was confusing me. The ToHit bonus seems like a non-factor with its relatively limited duration, so basically it's the increased duration and magnitude of your mez effects as well as protection from mez effects yourself. Does anyone know its duration/recharge? It seems a little bit confusing, the fact that the bar empties when it does and needs to be refilled, but the power also needs +recharge. From what I can tell, it needs about 100% recharge to stay perma, but you really need Hasten to be perma for that to be consistent - is that right? And if there's nothing to attack/mez, then there's nothing to refill it regardless of whether it's up or not, correct? -
Unenhanced Duration & Recharge, Damage bonus, etc.? Mids has it wrong. TIA.