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Murcielago

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Everything posted by Murcielago

  1. You can always take Dark Melee as your primary to plug the no heal hole :p
  2. Click mez isn't as bad as you think, just shift + click Active Defense and make it on auto. It does get in the way of the attack chain though. Without enough recharge it double stacks so it doesn't become an issue.
  3. That is so absurd it's plaid.
  4. Once arguments become personal is when I report people.
  5. With no sets I'd say a Dark/WP Scrapper or Brute would do well.
  6. Don't block people, report them. Save the community from rude folks. SUMMON YOUR INNER HERO!
  7. Wow this thread went south fast. Also Scrappers should get Super Strength.
  8. Build for s/l/e defense if you want to play a blapper, build for ranged defense if you want to play range. Or just roll a sentinel. :P
  9. OP that's pretty crappy you've had this experience but just remember that there are more nice people on this game than there are jerks. There are always a few bad apples but don't let them spoil the game for you.
  10. Ok. So do you AaO before the Assassin strike or after? I was under the assumption that AAO granted its damage buff while hidden so then you'd stealth in, get a ton of damage, BU + AS on the boss, telenuke everything into oblivion.
  11. Since I solo a lot of TFs I am making a second build designed to be able to soft cap down to L21 and have an OK attack chain with some more AoE. My other build will be made for Incarnate level content so that's why this build does not include the alpha slot because it will be only used when exemplaring. It's not min/maxed but it's my starting point. Hero Plan by Hero Hero Designer 2.23 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Murcielago TF: Level 50 Natural Scrapper Primary Power Set: Dark Melee Secondary Power Set: Shield Defense Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Body Mastery Hero Profile: Level 1: Smite -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(11), Hct-Acc/Rchg(37), Hct-Dmg/EndRdx(39), Hct-Dam%(39) Level 1: Deflection -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(3), ShlWal-Def(3), ShlWal-ResDam/Re TP(5), StdPrt-ResDam/Def+(5), GldArm-3defTpProc(7) Level 2: Battle Agility -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(7), ShlWal-Def/EndRdx/Rchg(9), ShlWal-Def(9) Level 4: Shadow Maul -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(39), OvrFrc-Acc/Dmg/End(43), OvrFrc-Dmg/End/Rech(43), OvrFrc-Acc/Dmg/End/Rech(43) Level 6: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(46), ShlWal-Def/EndRdx/Rchg(48), ShlWal-Def(50) Level 8: Siphon Life -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(40), Mk'Bit-Dmg/Rchg(40), Mk'Bit-Acc/EndRdx/Rchg(42), Mk'Bit-Acc/Dmg/EndRdx/Rchg(42), Mk'Bit-Dam%(42) Level 10: Active Defense -- RechRdx-I(A) Level 12: Boxing -- Empty(A) Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(15), UnbGrd-ResDam/EndRdx/Rchg(15), UnbGrd-Max HP%(17) Level 16: Weave -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(17), ShlWal-Def/EndRdx/Rchg(19), ShlWal-Def(19) Level 18: Dark Consumption -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(46), SprAvl-Acc/Dmg/EndRdx/Rchg(46), SprAvl-Rchg/KDProc(48) Level 20: True Grit -- NmnCnv-Heal/EndRdx(A), NmnCnv-Heal/Rchg(21), NmnCnv-Heal(21), RctArm-ResDam/EndRdx(23), RctArm-ResDam/EndRdx/Rchg(23), RctArm-ResDam(25) Level 22: Phalanx Fighting -- LucoftheG-Rchg+(A) Level 24: Against All Odds -- EndRdx-I(A) Level 26: Soul Drain -- SprScrStr-Dmg/Rchg(A), SprScrStr-Acc/Dmg/Rchg(27), SprScrStr-Dmg/EndRdx/Rchg(27), SprScrStr-Acc/Dmg/EndRdx/Rchg(29), SprScrStr-Rchg/+Crit(29), SprScrStr-Acc/Dmg(48) Level 28: Maneuvers -- Rct-Def(A), Rct-Def/EndRdx(31), Rct-EndRdx/Rchg(31), Rct-Def/Rchg(34), Rct-Def/EndRdx/Rchg(34), Rct-ResDam%(37) Level 30: Grant Cover -- EndRdx-I(A) Level 32: Midnight Grasp -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(33), SprCrtStr-Acc/Dmg/Rchg(33), SprCrtStr-Dmg/EndRdx/Rchg(33), SprCrtStr-Acc/Dmg/EndRdx/Rchg(34), SprCrtStr-Rchg/+50% Crit(40) Level 35: Shield Charge -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(36), Arm-Acc/Rchg(36), Arm-Dmg/EndRdx(36), Arm-Dam%(37) Level 38: One with the Shield -- ResDam-I(A) Level 41: Conserve Power -- RechRdx-I(A) Level 44: Physical Perfection -- PrfShf-End%(A) Level 47: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 49: Super Speed -- Clr-Stlth(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit 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 -- RgnTss-Regen+(A), Mrc-Rcvry+(13), NmnCnv-Regen/Rcvry+(13), Pnc-Heal/+End(25), Prv-Absorb%(31) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(11), PrfShf-EndMod/Acc(45), PrfShf-End%(50) ------------
  12. I don't think you'll be spamming DC as often as you think. Looks good overall, I'd drop tactics for OwtS as I like having the resistance if I need it, but that's just personal preference.
  13. Electric TW Spines are all good at AoE
  14. That's definitely the kill first or be killed playstyle lol.
  15. I'm playing a ranged sentinel using archery/sr. Archery doesn't offer much in the way of control, it only has stunning shot which is a good single target stun but it doesn't last long but it has a ranged nuke in Rain of Arrows and knockback in explosive arrow. Between RoA, EA, and FFA you can clear a group easily and then pick off the rest. I'd say pick a primary that has some control aspects to it e.g. dark (-to hit and a self heal), ice (slow and holds), water (a little bit of everything) and pick a secondary that is self sufficient without needing enemies surrounding you to buff you and has multiple types of damage mitigation rather than just relying on one type of damage mitigation to save you.
  16. I need to make some time to really go through the damage thread lol work has been busy. Updated!
  17. Invulnerability is a resistance set, but instead of picking up damage it picks up Defense via Invincibility, which is what makes it as studly as it is--you end up with both Resistance and Defense. Back in the day, the tanky scrapper build was DM/Inv. I am not sure why Radiation and Electric Armors are left out of your listing, as they too are Resistance based sets. I played DM/Inv back at release. I have not tried a (near purely) Resistance based set since. I would imagine of the lot that Radiation could be quite effective due to its absorb power, particularly if you stack defense. If I didn't already have both a Radiation Armor brute and tanker I might be tempted to try it out. You're correct, I forgot that scrappers got electric and radiation. For what it's worth, this is a lot less true now than it was before i24. I mean, it's still true, but it used to be "you can get maybe a few percent more resist outside of what you get from your secondary and Tough, if you use weird slotting and spend 2 billion inf on this PvP IO", and now it's "your /Shield scrapper can have capped S/L resist without really sacrificing anything". For that matter, building for defense and for resistance often come from the same sets, so they're not mutually exclusive. I agree with this, in either case, whether playing a defense or resistance based set, the answer is that getting to the softcap will always increase survivability more than getting to the resistance hardcap.
  18. The only sets that could be called resistance based are fire, dark, and invul because a majority of their damage mitigation comes from +res powers. Dark and Fire have always been considered some of the least survivable secondaries do to their trade offs for AoE damage and Invul is usually considered one of the most survivable secondaries because it trades off a ton of +damage compared to other sets. For teaming Fire and Dark are great because AoE damage matters most at that level but for anything like solo'ing AVs and Pylons you're going to get squashed most of the time using either of those two. Most scrapper secondaries have a mix of def/res/regen because having only res or def or regen opens you up to cascading buff failure so to say that res is the best for endgame content is not correct. Fire isn't a good secondary on a scrapper in most situations, I can agree with that, The rest of your evaluations are a little sketchy, especially if you are lumping fire and dark in the same bucket. Dark brings defense (a toggle equaling weave), a huge fast-recharging heal, very good resist types (energy being weak and also the easiest to build sets for) and two CC mitigation toggles. This is not fire, this is not a 'damage' set, maybe you should look into it again so that you're more aware of the capabilities? It's OKAY to say that you need layered defenses as a scrapper, I have no issue with that, it isn't 'wrong'. The question was RESISTANCE OR DEFENSE though. Super Reflexes and Energy Aura and Ninjitsu and Ice Armor, the defense based sets, are not good choices compared to the resistance based sets Radiation, Dark, Invuln, and Electric, because all of those sets have powerful mitigation tools and the ability to cap a defense on top of capping resistances. Defense or Resist, I'm picking Resist every single time, because it is clearly the right choice when factoring in set bonuses. Build high resists, build high defense, and build in your other mitigation. That was the answer to the OP's actual question. I've played dark that was soft capped and it still got squashed so maybe it was user error. SR should not have any issues and has always been considered a highly survivable build. There is a reason you don't see many high res builds in the pylon thread or solo'ing AVs is partly because res builds on scrappers is no where near as effective as it is on tankers/brutes. The other is that it requires a much higher investment than a mixed build or a pure defense build.
  19. You're going to want to add Defense, Resistance, and my preference would be +dmg in those orders for WP. WP already has enough regen in RttC. Aim for the 45% soft cap defense to all three positions or S/L/E is another option.
  20. The only sets that could be called resistance based are fire, dark, and invul because a majority of their damage mitigation comes from +res powers. Dark and Fire have always been considered some of the least survivable secondaries do to their trade offs for AoE damage and Invul is usually considered one of the most survivable secondaries because it trades off a ton of +damage compared to other sets. For teaming Fire and Dark are great because AoE damage matters most at that level but for anything like solo'ing AVs and Pylons you're going to get squashed most of the time using either of those two. Most scrapper secondaries have a mix of def/res/regen because having only res or def or regen opens you up to cascading buff failure so to say that res is the best for endgame content is not correct.
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