Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Omega-202

Members
  • Posts

    877
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Omega-202

  1. Forget maintaining aggro, they're more likely to run away from my Stalker than to stick around and die. It's my one complaint about Stalkers and Scrappers in general and also why I have 4 ranged attacks and as much KD as possible on my Stalker.
  2. Stalkers can be made beefy as hell, but the same build on a Tank, Scrapper or Brute will always be beefier, so the premise of this thread is wrong. But, congrats on finding out that Stalkers aren't the glass cannons so many people think they are. A well built Stalker can have more than enough bulk to wade through most of the game's hardest content without breaking a sweat, but it's not beating a similarly built Tank.
  3. Below is my current set up. This character started as a concept test and became my favorite level 50 mess around character. When I think of "superhero", he fits the classic mold of the super tough, fly around and punch people, but also zap them from range, like an electric Superman. I don't have recording capabilities on my new desktop and also don't want to violate the HC rules against videos, so I don't think I'll post anything, but I'd encourage you to give it a run on the test server. For the "janky combat teleport", see the copied text below from a post of mine: In case anybody is interested, I discovered an interesting quirk with a relatively simple bind I was playing with: /bind button4 "powexec_location target Translocation$$powexec_toggleon Mystic Flight" Now, I know what you're saying. "So what? You turn on Mystic Flight with one press and then TP to target with a second press and have Mystic Flight on." Yes, if you press the button twice slowly. BUT, if you double tap really quick, you take flight for a split second, teleport to the target and for some reason, the flight turns back off, and a lot of the time the Translocation animation "skips" and doesn't root you. I have no idea why it works, but I do know that I'll never walk to an enemy again. Essentially, the bind turns Mystic Flight into full combat teleportation, on the ground or in the air, without normal TP's slow hover period or Jaunt's limited uses. Really useful for any melee character than wants to be Nightcrawler, but hates Teleportations annoying hover. 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! Stalk-tinel: Level 50 Science Stalker Primary Power Set: Electrical Melee Secondary Power Set: Invulnerability Power Pool: Fighting Power Pool: Speed Power Pool: Sorcery Power Pool: Leaping Ancillary Pool: Mu Mastery Hero Profile: Level 1: Charged Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5) Level 1: Hide -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(5), Ksm-ToHit+(7) Level 2: Resist Physical Damage -- ImpArm-ResPsi(A) Level 4: Kick -- FrcFdb-Rechg%(A) Level 6: Assassin's Shock -- SprStlGl-Rchg/Hide%(A), SprStlGl-Dmg/Rchg(11), SprStlGl-Acc/Dmg(13), SprStlGl-Acc/Dmg/Rchg(13), SprStlGl-Dmg/EndRdx/Rchg(15), SprStlGl-Acc/Dmg/EndRdx/Rchg(15) Level 8: Build Up -- GssSynFr--Build%(A) Level 10: Dull Pain -- Prv-Absorb%(A), Prv-Heal(17), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(19), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(21) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 14: Temp Invulnerability -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(23), UnbGrd-ResDam/EndRdx(23) Level 16: Unyielding -- StdPrt-ResDam/Def+(A), Ags-Psi/Status(25), Ags-ResDam(25), Ags-ResDam/EndRdx(27), GldArm-3defTpProc(27) Level 18: Chain Induction -- SprAssMar-Rchg/Rchg Build Up(A), SprAssMar-Acc/Dmg(29), SprAssMar-Dmg/Rchg(29), SprAssMar-Acc/Dmg/Rchg(31), SprAssMar-Dmg/EndRdx/Rchg(31), SprAssMar-Acc/Dmg/EndRdx/Rchg(31) Level 20: Environmental Resistance -- ResDam-I(A), ResDam-I(46) Level 22: Tough -- ImpArm-ResPsi(A) Level 24: Mystic Flight -- EndRdx-I(A) Level 26: Thunder Strike -- Obl-%Dam(A), Obl-Dmg(33), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(34), ScrDrv-Dam%(34) Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34) Level 30: Reinforced -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(36), ShlWal-Def/EndRdx(36), ShlWal-Def(36), ShlWal-Def/EndRdx/Rchg(37) Level 32: Lightning Rod -- Arm-Dam%(A), Arm-Dmg(37), Arm-Dmg/Rchg(37), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39) Level 35: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50) Level 38: Mu Bolts -- SprWntBit-Dmg/EndRdx/Acc/Rchg(A), SprWntBit-Acc/Dmg(40), SprWntBit-Dmg/Rchg(40), SprWntBit-Acc/Dmg/EndRdx(40), SprWntBit-Acc/Dmg/Rchg(42) Level 41: Zapp -- Apc-Dmg(A), Apc-Dmg/EndRdx(42), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(43), Apc-Dam%(43), StnoftheM-Dam%(43) Level 44: Ball Lightning -- Rgn-Acc/Dmg/Rchg(A), Rgn-Knock%(45), Rgn-Dmg/EndRdx(45), Ann-ResDeb%(45), Ann-Acc/Dmg/EndRdx(46), Ann-Acc/Dmg/EndRdx/Rchg(46) Level 47: Electric Shackles -- GhsWdwEmb-Dam%(A), NrnSht-Dam%(48), UnbCns-Dam%(48), Dvs-Hold%(48), Dvs-Acc/Dmg/Rchg(50), Dvs-Acc/Dmg/EndRdx/Rchg(50) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 1: Assassination Level 1: Brawl -- Empty(A) 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 -- Pnc-Heal/+End(A), Mrc-Rcvry+(7), NmnCnv-Regen/Rcvry+(9) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(9), EndMod-I(11) Level 50: Barrier Core Epiphany Level 50: Musculature Radial Paragon Level 50: Ion Core Final Judgement Level 50: Degenerative Radial Flawless Interface Level 50: Assault Radial Embodiment Level 50: Banished Pantheon Radial Superior Ally Level 1: Quick Form Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------
  4. I was here in those days. I was herding cemetery maps since earliest days there were, dumpster diving week 1. But aggro was revamped since then. Caps were added to aggro and targets. Stuff changes, yet you try to prove a point using systems that have been gutted and rebuilt. What does that "prove"? It just proves you weren't trying to have a good faith discussion. You were purposefully half assing it to push your agenda. Do you want to prove that Tanking is impossible these days by only running 1 defensive toggle at a time too? Because that's how it was in the old days so lets test everything that way. Drop a Fireball and/or Whirling Hands on each spawn and you'll see a world of difference. A Tank who is actually trying can drag a whole spawn clear across a map without losing them. Really doesn't matter though because you aren't being genuine and they're also not going to change the caps.
  5. I'm sorry, but what is that video proving? You say you needed to go back and regather enemies so it wasn't worth it, and yet you did nothing to actually grab their attention in the first place. You didn't taunt. You didn't use a single AoE. Of course you're going to lose their attention if all you use is Blazing Aura. I can't be the only person thinking this is asinine, right? It's like trying to prove a tree can't be cut down after only trying to cut it with a pillow.
  6. I don't have any SR characters so that's a tough call. Generally I prefer Barrier as a defensive Destiny, but that's mostly on characters that are not quite defense soft capped and could use that last bit of defense. Because you are soft capped (I would guess, as a SR Tank), you don't really benefit from the Defense portion of Barrier. But the good news is, you can test both on the test server, or worst case, make the Tier 2 or 3 of both on live (Tier 2 is pretty cheap to make) and see which you like better.
  7. It is just a flat out +Def and +Res, and has no bearing on what defensive powers you already have. You could have no defense or resistance naturally and you'd still benefit from Barrier, just like the Force Field and Sonic Shields. Barrier can definitely help patch a SR set's weak resistances, but you could also consider Rebirth which grants a very strong AoE heal and either a +HP bonus or a +Regen bonus depending on the branch.
  8. Don't write off the Stalk-tinel. Mine exemps fine, it just plays like a standard Stalker at lower levels. You just need to have 2 versions of your standard attack chain power bar, one for exemping and one for 50 play. If you're looking for engaging, effective and badass, Stalk-tinel would be a good call. You're constantly in and out of melee, swapping between AoE damage chains, melee single target chains and ranged chains, hopping around the battle field, locking down bosses and melting them. Mine uses "janky combat teleport" (sorcery's translocation set up with mouse button binds) to instantly port around the battle field, at least until real combat teleport is available.
  9. Mine can handle solo +4/8 with little to no effort for most factions at 50, except Cimerorans and other factions with hefty -Def. I can still take those on, but at a slower pace. I have no problem with standard Praetorian mixed mobs, Longbow, Malta or Arachnos, and just need to be careful with Carnies. Anything below +4/8 solo is a cakewalk. He exemplars very well, even after losing his pets, and I consistently "Tank" lower level TFs. For example, I ran a Yin TF at +2/8 this week on him and after setting off the 4 computers ASAP, I was able to stand in the reactor door way taking the full brunt of the ambush by myself, and mowed them all down with AoEs without dipping below ~40% health at any point. Regarding your question of "is it repetitive?"...honestly, yes. A standard Crabbermind will pretty much always be "spawn pets>Venom Grenade>AoE>AoE>Venom Grenade>single taget mop up" every spawn. But it does that role really well. To keep it exciting, I sometimes play a little minigame with myself of keeping my pets alive at all costs using Rebirth Destiny and tracking down any spiderlings that wander off. If you want to feel like an absolute badass, Crab is what you want. If you want to absentmindedly plow through waves of enemies without breaking a sweat, Crab is the way to go. If you want to accidentally find yourself successfully face tanking and beating a Praetorian Guard AV solo while the rest of the team was killed by a single ambush spawn (true story that I'm not that proud of), then go Crab. But if you want something that's not repetitive, go with something else.
  10. What about one of the more durable Corruptor or Defender set ups? Sets like Dark Miasma and Storm Summoning can still be pretty defensive (however, you might want to build in some mez protection by grabbing Rune of Protection in Sorcery), they give you a swiss army knife of utility powers and the blast sets give you solid AoE damage, especially with good proc usage. Regarding Kheldians...I wouldn't. My feelings on them is "you put in 150% of the effort for 90% of the effectiveness" of other ATs. You can have 85% resistances to all but psi but unless you stay in Nova form for the rest of your time, your damage in the other two forms is pretty anemic and you'll have pretty much no defense to back up that resistance because your toggles all turn off when you shape shift. And you have to pop back to human form to refresh Lightform or Eclipse and to use Mire etc. It's way too busy and in the end, you're no more effective than a lot of other sets.
  11. Blasters are still the kings of damage. A well built Blaster will chew through enemies faster than anything else, and they leave the melee ATs in the dust when it comes to AoE damage. I don't know where you're getting this "they took away our damage" thing. Blaster damage has only gone up over the years.
  12. A) True, but at the same time, they cost a buttload of end to run. There are countless posts on the Scrapper and Stalker boards from people who are running 2-3 Leadership toggles and struggling with end management and need to take Body Mastery, an end management Alpha, and/or Ageless Destiny to function. Sure you gain 10% damage from Assault, but you can get 3 times that from Musculature Core and be able to take a different APP/PPP if you didn't run Leadership. B) But you might be saying "that 10% effects the whole team"...yeah, if the team is huddled together 24/7. But a Scrapper in the middle of a spawn is not covering the Corruptor 75 ft out and vice versa. And neither is covering the Brute at the next spawn or the Stalker 3 rooms over. Also, so what if you're boosting the Defender's damage 10%? If an alternative build lets you maximize personal damage on the melee damage dealer in other ways, a 20% boost on the Scrapper is better than 10% each on the Defender and the Scrapper. That's not to say Leadership isn't super valuable. It is, but it is also more valuable on some builds than others.
  13. There's also marginal benefits to consider. Stalkers, Brutes and Scrappers get such terrible modifiers on their Leadership toggles that I don't see any reason to take them over something else. However if you're a VEAT, MM, Defender, Corruptor or Controller, take the toggles. A Defender gets base 3.5%, 18.75%, and 12.5% for M, A and T respectively. Stalkers get 2.275%, 10.5% and 7% by comparison. That's a pretty huge difference, especially when the Stalker is more likely to be running off solo and not huddled in a pile with the rest of the team to begin with.
  14. Hard disagree on these points. 1) Wolf armor adds 2 points of stun protection. Fortification + Crab armor give 12.3 points together. Rommies rez stun is 15 mag so if you're not getting stunned, it's because it missed, you broke LoS or you have a team buff, not because you resisted it. 14.3 and 12.3 are both getting stunned if it hits. I consistently facetank the stun without Wolf Armor by just having overcapped defense. 2) Speaking of overcapped defense, unless you take Agility Alpha (goodbye proc chances, never run Agility, its trash), you're not going to comfortably hit 50% defenses without CT:D. Ideally, you want Weave, CTD, both manuevers, both IOs, some set bonuses and whatever splashable defense you can get. You'll want at least 5 defense powers if only for Gambler's slots.
  15. @iWeasle Welcome to the world of Spiders. Answers to some of your questions: - Do you want attacks from both Wolf and Crab lines? Generally, you'd want to pick one or the other because the redraw animation for the Wolf gun is not "free" like on other weapon ATs and it slows down your attack chain. Either setup is very useable. Generally, the Wolf gun single target attacks are faster animating, but have to deal with redraw, while the Crab single target attacks are slower animating but don't deal with redraw. If you plan on using PPP attacks, Crab looks better because you're not constantly putting away and taking out your gun. - Do you want both Wolf and Crab armors? No, there are better options. Take Crab only. The unique +Res IOs give more resistance than Wolf Armor. - Do you want CT:Def? Yes. If you plan on operating at range, it provides a lot of range defense (7.5% base). Even if you don't, it's still a great 1-slot pick, can slot a Luck of the Gambler and doesn't cost endurance. You'll essentially need 5 Luck of the Gamblers to get perma-pets, so an easy access defense power like CT:D is worth it, just for that. - How do the AoEs compare? Venom Grenade is the best attack in the whole AT. Use it always, when ever it is available. It debuffs resistance to all damage by 20%, resistance to Toxic damage by an additional 40% and still does a solid 0.9 scale damage on its own, in a very large AoE. It is a monster. Frag is also very good, and is deceptively powerful. It does more scale damage than the Assault Rifle Blaster set M30 grenade, but in a smaller area, so some people are surprised by the distinction, having experience with it's twin. It makes a great follow up to Venom Grenade in your AoE chain and is a great spot to slot a bunch of procs. You definitely should slot a KB>KD proc in it though, otherwise it scatters enemies. Heavy burst is a strong, deep cone with a reasonable animation. If you're taking the Wolf attack route, you should take it. Suppression is a strong, deep and ridiculously wide cone, but has a very long animation. If you're going the Crab attack route, you can definitely take it, and I like it for the cool factor, even if its animation makes it non-optimal. - AS(?) Tactics + Tactics pool? Do you mean Leadership pool and Tactical Training? Either way, stacking the Leadership auras is part of the appeal for Crabs, but don't over do it, or else you'll run out of endurance constantly. TT:Manuevers and TT:Leadership (the defense and +tohit) should be priority 1 and 2. Next should be regular Maneuvers and TT:Assault, where I value Manuevers more. Regular Assault would be priority 5, and I don't take it in my builds as it doesn't do enough for it's end drain. You should NOT take regular Tactics though. The +tohit from both TT:L and Tactics is overkill in 99% of content and it would be a wasted power. - Travel power I don't take one on my Crab. Beast run + Mental Training + Sprint + both P2W jump packs + occasional flight jetpack when needed are more than enough, and I routinely beat people with travel powers to missions. - PPP Soul Mastery is awesome. Gloom is your best single target attack, Dark Obliteration is great and Darkest Night has it's uses. The Widow pet is also good, but she's a melee pet and will run off to claw enemies, so she has a proclivity for dying. I prefer Mu because the attacks are also very good and the Mu Striker is a ranged pet and sticks to you like glue. - Omega Manuever I like it. It may not be the most efficient due to it's recharge, but it's very solid at what it does and does a good job of keeping your pets alive by drawing alpha strikes. Also a great spot to put the 6 Spider Bite ATOs because it doesn't really benefit from procs in other sets. - Endurance Slot the big end management 4 IOs, get both accolades, put an end mod or two in Stamina, slot some end redux in your attacks and keep your leadership toggles to a moderate level, and you should be fine. A lot of Crabs make the mistake of running all 6 Leadership toggles, when one is basically overkill (Tactics) and another is inefficient (regular Assault) and then end up not being able to attack. Keeping Venom Grenade active on the enemies is more effective than keeping Assault running, so standing around like a offense-less buff beacon isn't really helping anyone. Finally, I know you said you didn't want someone to build for you, but just in case it gives you some inspiration, my current main Crab build is below: 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! Level 50 Natural Arachnos Soldier Primary Power Set: Crab Spider Soldier Secondary Power Set: Crab Spider Training Power Pool: Concealment Power Pool: Leadership Power Pool: Speed Power Pool: Fighting Ancillary Pool: Mu Mastery Hero Profile: Level 1: Channelgun -- SprWntBit-Acc/Dmg/EndRdx(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg(3) Level 1: Crab Spider Armor Upgrade -- GldArm-3defTpProc(A) Level 2: Longfang -- AchHee-ResDeb%(A), GldJvl-Dam%(5), GldJvl-Acc/Dmg(5), Thn-Dmg/EndRdx(7), Thn-Acc/Dmg/EndRdx(7), TchofLadG-%Dam(9) Level 4: Stealth -- LucoftheG-Def/Rchg+(A) Level 6: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 8: Suppression -- SprDmnofA-Rchg/DmgFear%(A), SprDmnofA-Acc/Dmg(13), SprDmnofA-Dmg/Rchg(13), SprDmnofA-Acc/Dmg/Rchg(15), SprDmnofA-Dmg/EndRdx/Rchg(15), SprDmnofA-Acc/Dmg/EndRdx/Rchg(17) Level 10: Tactical Training: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(17), ShlWal-Def/EndRdx(19), ShlWal-Def(19), ShlWal-Def/EndRdx/Rchg(21), Rct-ResDam%(50) Level 12: Venom Grenade -- Rgn-Knock%(A), Rgn-Dmg(21), Rgn-Dmg/EndRdx(23), Rgn-Acc/Dmg/Rchg(23), Rgn-Acc/Rchg(25), Ann-ResDeb%(25) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(27) Level 16: Kick -- Acc-I(A) Level 18: Frag Grenade -- OvrFrc-Dam/KB(A), SprFrzBls-Rchg/ImmobProc(27), SprFrzBls-Acc/Dmg(29), SprFrzBls-Dmg/EndRdx(29), SprFrzBls-Acc/Dmg/EndRdx(31), SprFrzBls-Dmg/EndRdx/Acc/Rchg(36) Level 20: Tactical Training: Leadership -- GssSynFr--Build%(A) Level 22: Mental Training -- Run-I(A) Level 24: Tough -- UnbGrd-ResDam/EndRdx(A), UnbGrd-Max HP%(31), UnbGrd-ResDam(46) Level 26: Fortification -- Ags-ResDam/EndRdx(A), Ags-ResDam(31), StdPrt-ResDam/Def+(33), StdPrt-ResKB(33) Level 28: Serum -- Prv-Absorb%(A), Prv-Heal/EndRdx(33), Prv-Heal/Rchg(34), Prv-EndRdx/Rchg(34), Prv-Heal(34), Prv-Heal/Rchg/EndRdx(36) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36) Level 32: Omega Maneuver -- SprSpdBit-Dmg/EndRdx/Rchg(A), SprSpdBit-Acc/Dmg/Rchg(37), SprSpdBit-Dmg/Rchg(37), SprSpdBit-Acc/Dmg(37), SprSpdBit-Rchg/Global Toxic(39), SprSpdBit-Acc/Dmg/EndRdx/Rchg(39) Level 35: Summon Spiderlings -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Dmg/EndRdx(40), ExpRnf-Acc/Dmg/Rchg(40), ExpRnf-+Res(Pets)(40), ExpRnf-EndRdx/Dmg/Rchg(42) Level 38: Call Reinforcements -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg/Rchg(42), ExpRnf-EndRdx/Dmg/Rchg(42), ExpRnf-Acc/Dmg(43), CaltoArm-+Def(Pets)(43), SlbAll-Acc/Dmg/Rchg(43) Level 41: Mu Lightning -- Apc-Dam%(A), Apc-Dmg/EndRdx(45), Apc-Dmg(45), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(46), GldJvl-Dam%(46) Level 44: Electrifying Fences -- Acc-I(A) Level 47: Summon Striker -- ExpRnf-Acc/Rchg(A), ExpRnf-EndRdx/Dmg/Rchg(48), ExpRnf-Acc/Dmg(48), ExpRnf-Acc/Dmg/Rchg(48), SlbAll-Dmg/Rchg(50), EdcoftheM-PetDef(50) Level 49: Combat Training: Defensive -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) 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: Conditioning Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(9), NmnCnv-Regen/Rcvry+(11) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11) Level 50: Musculature Radial Paragon Level 50: Ion Core Final Judgement Level 50: Reactive Core Flawless Interface Level 50: Warworks Core Superior Ally Level 50: Rebirth Radial Epiphany Level 50: Support Radial Embodiment
  16. Something that might help you understand why people may play Blasters in melee would be Bopper's spreadsheets. If you look in the Blaster tab, and scroll to the DPA column, you'll see that there are a lot of Blaster melee attacks that have better DPA than the ranged attacks. Particularly, /Energy and /Electric's melee attacks are HUGE boosts to any attack chain and dwarf the ranged primary attacks, except for a small handful like the fast snipes. So, you can absolutely stay at range and do very good damage, or you can hop into melee and do ridiculous amounts of damage.
  17. They are all available outside of Maria and Tina's arcs in shorter form events. https://hcwiki.cityofheroes.dev/wiki/Dimensional_Warder_Badge Find or start a TF or trial team for the one you want and you can avoid having to run the whole arc. On weekends, even Indom has a few iTrial runs going, and if it's not the one you need, join the one in progress and then advertise the one you want in chat and ask people to stick around for another run.
  18. I get it, I was being facetious, but I do think its emblematic of the larger issue with debuffs in general in the current state of the game. Enemies die fast and a large proportion of debuffs have 2+ second animations that make it so they are only useful in niche scenarios.
  19. But....why.....does....it....need....to......animate.....so....slo-crud, the whole spawn died already.
  20. There's some really good ranged APP/PPP options for Brutes/Tankers. I think the concept works a bit nicer on Scrappers/Stalkers due to the snipe and hold proc bomb combo in the PPPs, but Brutes have at least 4 solid options: Pyre has 4 solid attacks and Char can be a proc-bomb. Arctic has 3 + Ice Storm with the bonus of also being able to slot the Imp. Swift. smashing proc in all of them. Animations are a bit worse than Pyre though. Soul has 3 ranged attacks with Gloom being a worthwhile pick on any build, even in most melee chains. Mu is the standard farming set and has 3 good ranged attacks and Static Discharge. I might have to fiddle around on Mids to see what I come up with.
  21. Depends on what the OP values more. If they're looking for something that mimics and probably surpasses a Sentinel, then Electric gives you Lightning Rod which is equivalent in function and stats to the Sentinel nukes. It's actually a 1-for-1 in damage scale and recharge with the standard Sentinel nukes (3.19 damage scale, 90s recharge) but Scrappers have a higher melee modifier so it's better than the Sentinel nukes. Mu already gives you 4 ranged attacks that can be chained with enough recharge bonus, so it's not required to grab another ranged attack. That's not to say you couldn't make the concept work with Claws or Spines, but Lightning Rod is a monster that can be hard to pass up.
  22. Note that, for all intents and purposes, Eviscerate is probably supposed to be flagged with an unenhanceable range attribute, like all other melee cones in the game. The fact that it is impacted by Centrioles is probably not intentional. Then again, who knows if it will ever be addressed. It survived through live and 1.5 years of HC, but it could always be "fixed" at some point.
  23. Definitely feasible and fun. I had exactly the same thought process and then made the Stalker build below. Why play a Sentinel with gimped AoE caps, subpar armor sets, a rinky dink inherent and lower damage scales, when you can play a ranged Stalker or Scrapper who outperforms the Sentinel in every metric? Is it the most optimal Stalker? No. Is it the most fun Stalker I've played? Yes. Is it more optimal and more fun than any Sentinel I've played? Definitely yes. I'm pretty sure a lot of the build translates well to a Scrapper version. 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! Stalk-tinel: Level 50 Science Stalker Primary Power Set: Electrical Melee Secondary Power Set: Invulnerability Power Pool: Fighting Power Pool: Speed Power Pool: Sorcery Power Pool: Leaping Ancillary Pool: Mu Mastery Hero Profile: Level 1: Charged Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5) Level 1: Hide -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(5), Ksm-ToHit+(7) Level 2: Resist Physical Damage -- ImpArm-ResPsi(A) Level 4: Kick -- FrcFdb-Rechg%(A) Level 6: Assassin's Shock -- SprStlGl-Rchg/Hide%(A), SprStlGl-Dmg/Rchg(11), SprStlGl-Acc/Dmg(13), SprStlGl-Acc/Dmg/Rchg(13), SprStlGl-Dmg/EndRdx/Rchg(15), SprStlGl-Acc/Dmg/EndRdx/Rchg(15) Level 8: Build Up -- GssSynFr--Build%(A) Level 10: Dull Pain -- Prv-Absorb%(A), Prv-Heal(17), Prv-Heal/EndRdx(17), Prv-EndRdx/Rchg(19), Prv-Heal/Rchg(19), Prv-Heal/Rchg/EndRdx(21) Level 12: Hasten -- RechRdx-I(A), RechRdx-I(21) Level 14: Temp Invulnerability -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(23), UnbGrd-ResDam/EndRdx(23) Level 16: Unyielding -- StdPrt-ResDam/Def+(A), Ags-Psi/Status(25), Ags-ResDam(25), Ags-ResDam/EndRdx(27), GldArm-3defTpProc(27) Level 18: Chain Induction -- SprAssMar-Rchg/Rchg Build Up(A), SprAssMar-Acc/Dmg(29), SprAssMar-Dmg/Rchg(29), SprAssMar-Acc/Dmg/Rchg(31), SprAssMar-Dmg/EndRdx/Rchg(31), SprAssMar-Acc/Dmg/EndRdx/Rchg(31) Level 20: Environmental Resistance -- ResDam-I(A), ResDam-I(46) Level 22: Tough -- ImpArm-ResPsi(A) Level 24: Mystic Flight -- EndRdx-I(A) Level 26: Thunder Strike -- Obl-%Dam(A), Obl-Dmg(33), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(34), ScrDrv-Dam%(34) Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34) Level 30: Reinforced -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(36), ShlWal-Def/EndRdx(36), ShlWal-Def(36), ShlWal-Def/EndRdx/Rchg(37) Level 32: Lightning Rod -- Arm-Dam%(A), Arm-Dmg(37), Arm-Dmg/Rchg(37), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39) Level 35: Tough Hide -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50) Level 38: Mu Bolts -- SprWntBit-Dmg/EndRdx/Acc/Rchg(A), SprWntBit-Acc/Dmg(40), SprWntBit-Dmg/Rchg(40), SprWntBit-Acc/Dmg/EndRdx(40), SprWntBit-Acc/Dmg/Rchg(42) Level 41: Zapp -- Apc-Dmg(A), Apc-Dmg/EndRdx(42), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(43), Apc-Dam%(43), StnoftheM-Dam%(43) Level 44: Ball Lightning -- Rgn-Acc/Dmg/Rchg(A), Rgn-Knock%(45), Rgn-Dmg/EndRdx(45), Ann-ResDeb%(45), Ann-Acc/Dmg/EndRdx(46), Ann-Acc/Dmg/EndRdx/Rchg(46) Level 47: Electric Shackles -- GhsWdwEmb-Dam%(A), NrnSht-Dam%(48), UnbCns-Dam%(48), Dvs-Hold%(48), Dvs-Acc/Dmg/Rchg(50), Dvs-Acc/Dmg/EndRdx/Rchg(50) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 1: Assassination Level 1: Brawl -- Empty(A) 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 -- Pnc-Heal/+End(A), Mrc-Rcvry+(7), NmnCnv-Regen/Rcvry+(9) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(9), EndMod-I(11) Level 50: Barrier Core Epiphany Level 50: Musculature Radial Paragon Level 50: Ion Core Final Judgement Level 50: Degenerative Radial Flawless Interface Level 50: Assault Radial Embodiment Level 50: Banished Pantheon Radial Superior Ally Level 1: Quick Form Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion ------------
  24. Crabberminds in a full team with 6-8 pets... I've had streaks where it triggered for 5 seconds every 10 second window for minutes straight.
  25. I would focus on the accolades first, before anything else, including wasting another respec. 10 more end is huge. Also, as you accidentally noticed you won't have all of your toggles when you exemp, so you shouldn't discount the effect of Incarnates. At lower levels, you won't have Incarnate powers, but l you'll also have only 2/3 of your toggles, so it balances. The only times you will likely have or need all of those toggles is at 50 or near to it. Cardiac Alpha and Ageless Destiny will do more for your end management than any amount of set bonuses will ever do. Heck, even Musculature Radial Alpha and the 10% End reduction in Support Hybrid will do more for you than nickel and diming set bonuses will.
×
×
  • Create New...