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Story Archer
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Super Reflexes is eminently survivable, but generally speaking, Resistance-based armors and armors with Absorb shields tend to favor Brutes and Tanks while Defense-based armors favor Scrappers & Stalkers. Damage/Taunt auras are also very something that are often viewed as more essential for Brutes and Tankers. HOWEVER, it does need to be pointed out, since it's +Rech (speed) that you're interested in, Resistance-based armors can be difficult to find room for LotG +Rech IO's while they're almost inherent for defense-based sets. That should also be considered.
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You're really too sweet sometimes. Especially when you brag about my ability to murder... 😘
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Oh, she's the most fun I've ever had playing this game. Total Scrapster. 🙂
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I've never tried that. I'm honestly not even sure how to do it. Gotta say though, from a purely voyeuristic perspective, my Claws / Bio is probably more fun to watch. Her playstyle is more dynamic, all that KB looks cool and crit numbers just rain down...
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More build style than play style, I'd say, considering how similar the two armors actually. For the most part it's really just my personal preference for positional defense over typed defense... though that's not necessarily a deal-breaker. The +DEF offered by Bio Armor is typed and I'm absolutely loving my Claws/Bio Scrapper. I originally only took Blinding Powder for the sweet Coercive Persuasion set bonuses, but I've found that it's an often under-rated part of Ninjitsu's tool box and it makes a great opener when approaching a new mob especially when soloing. I do wish that Ninjitsu had something like Entropic Aura, though, that's nice.
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That's a fair concern - I'm all in on Claws now, and all the ranged attacks make that a lot less of an issue. I literally consider her a Scrapster.
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This is my Ninjitsu Scrapper - I'll take her over Energy Aura and its typed defense every day of the week and twice on Sunday. FWIW, I've made a couple of minor tweaks since that posting, but it's more than adequate to make my point.
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Why are Brute Claws so much slower than Scrapper Claws?
Story Archer replied to Story Archer's topic in Brute
But then once you account for Criticals, they really don't, unfortunately. That aside, are you saying that the Brute base damage doesn't correspond to the established AT modifiers and they compensate for that by reducing the recharge rates as well? From just a cursory look, the numbers don't seem to support that... -
I've become a huge fan of the Claws primary while playing Scrappers, but I've been trying to give Brutes a fair shake. I understand why Scrapper Claws deal more damage, but I'm mystified as to why they recharge so much more quickly on TOP of dealing substantially more damage... According to Mids: Brute Strike recharge 4.8s vs Scrapper Strike in 3.2s Brute Spin recharge 14s vs Scrapper Spin in 9.2s Brute Focus recharge 8s vs Scrapper Focus in 6.4s Brute Eviscerate recharge 12s vs Scrapper Eviscerate in 8.9s Brute Shockwave recharge 14.4s vs Scrapper Shockwave in 12.1s Unless I've got my wires crossed somewhere, that's a pretty substantial difference. Does anyone know or can anyone guess what the reasoning is for that and what, if anything, Brutes get in compensation for the significant nerf to the power set? Is this standard for Brutes to have slower across the board recharge times for similar power sets?
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Got some non-travel powers travel power confusion...
Story Archer replied to Story Archer's topic in General Discussion
They appear to do both. There was no difference between dropping one of them in and a L50 generic IO. -
Got some non-travel powers travel power confusion...
Story Archer replied to Story Archer's topic in General Discussion
Thanks, that actually helps a lot. And you were right, I had the combat boxes checked in Mids, which was what was fouling up Infiltration. User error per usual. I think I'm settling on three-slotting Infiltration with the Celerity +Stealth, the Launch +Jump and the Thrust +Run. Combat Jumping will get a standard Jump IO and that should be enough to give me what I'm looking for (Run speed 65mph, Jump Height 65ft). -
I want to preface this by saying that I'm using Mids and that that's probably the source of much of the confusion, but I'm sure some of the experts on here can help me out (I'm looking at you @Maelwys )... Alright, so I'm building a Claws/SR Scrapper. I've chosen TP as my primary travel power but I've got some slots to work with and I want to make her of moving around well enough with out it. I've got the following at the moment: Sprint slotted with Run 50 IO [Swift] slotted with Run 50 IO] [Hurdle] slotted with Jump 50 IO] [Quickness] slotted with Run 50 IO] To that I've added: Athletic Run Combat Jumping Infiltration I'd like to get my Run speed, Jump speed and Jump Height all as high as reasonably possible. I'd also like to get my Stealth up as high as I can when I'm running Infiltration. Ideally I won't have to put a Stealth IO in Sprint and I won't have to use Athletic Run at all, though neither of those are deal breakers. No Ninja Run though, I hate how it looks. So my question is really about which IO's to slot where. I'm looking at the Launch Increased Jump Height IO, the Thrust Increased Running Speed IO and the Celerity Stealth IO among others, but depending on where I put them, they don't seem to have much effect, if any at all. At the moment, this is the highest I've been able to get my movement rates: Run Speed: 50.96 mph Jump Speed 39.9 mph Jump Height 24.68 ft Those can't be the max, can they? Also, Infiltration doesn't seem to move the needle at all in Mids when it comes to Stealth despite it supposedly having some sort of a Stealth component and it doesn't seem to increase any of my movement rates either despite supposedly improving those. What does Infiltration actually do? TIA for any insight you can offer, I'm really going around in circles on this and it should be pretty simple in theory.
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I'm actually fine with RT being re-centered to be a more effective healing tool, I had stopped using it primarily for damage a while back anyway. I like that its more effective in solo fights which is often a concern for me with healing powers dependent on hitting multiple foes to be effective. Thanks for the info!
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Ground Zero wasn't affected by the changes, or any other AoE/proc interactions?
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Claws, man. I can't break my addiction to Claws. Two incredibly strong and quickly recharging AoE's, two excellent ranged attacks, smooth fast activating attack chains... all the knockback provides a shocking amount of mitigation when played well and you need a minimum number of powers, freeing you up to really delve into additional pool options. I call my Claws/Bio Scrapper a 'Scrapster' because she actually has a potent ranged attack chain which comes in handy way more times than you'd expect. Once you find your rhythm, it'll be hard to pick anything else.