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Duck-Smokes-Quack

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Everything posted by Duck-Smokes-Quack

  1. Reviving an old thread but was there ever a master template created for sets performance DPS wise? Or is the sheet listed waaaay back in this thread (https://docs.google.com/spreadsheets/d/19VuZ9zJ_8eKN11JytgaK9mt9Fy-8pjANopb-FGh68Uw/edit#gid=983294472) still the go to?
  2. Wow i just took a look at the post - what a beast, very impressive build - it has a deciptive amount of utility too I notice you mentioned you were testing storm on corr and def - any update on this? I feel that althought storm has better damage, in todays fast moving meta it struggles to keep up fast paced teams which might hurt it + its end heavy (no heat loss) and i worry since its a bit more involved that /cold it has more chances to hurt waters rotation?
  3. Im trying to decide between Ice/Cold and Water/Cold Would you say Water is better? Would Cold/Water Def be better than a Water/Cold? I know that Ice/Cold is better than Cold/Ice due to the rains and scourge
  4. Good breakdown, thanks! It seems the general concenous is that Trollers do get slightly more from Grav/ than Doms. Grav/Kin is a combo ive never even considered! But now I think about it thematically has some nice synergy (and as you stated mechanically has some nice synergy too!) Gona have a little play and see what I want to pair with Grav/ - im leaning towards /time + /kin atm but always looking for cool combos
  5. What secondaries are you thinking of specifically here?
  6. Which AT do you think gets the most out of Grav? I am really unsure, anyone have any ideas / experience with this one?
  7. 🤦‍♂️
  8. Just say "no, sorry I dont have time" No need to be an ass about it.
  9. what do you mean by this?
  10. Ice - pairs well with regen due to the -rech to slow the rate of incoming damage Dark - pairs well since it has another self heal built in (but the animations are a bit long) Martial Arts - No real synergy other than fast animations (outside of Eagle Claw), Dragon Tail knockdown is nice War Mace - Very strong ST, good AoE and a bag full of KD/KU (3-4 powers i think cause knockdown/knock up) which is nice for regen Katana - Fast, +def in attack chain (not much else) Theres probably a bucket full more examples but these are the ones that came too mind
  11. WTF still no nerf to Gloom for Brutes? What a joke
  12. The ITF is one of the places you can really see /SR's power In fact if anyone doesnt get how good /SR can be they should run an ITF with one (apart from the BS auto hit Nictus on Rommy at the end a /SR scrapper could easily tank an ITF)
  13. For me my favorite ever scrapper is my MA/SR Martial Arts: Very straight forward set. Nice animations, and very solid ST damage Super Reflexes: Nothing to enjoy about it per say (but i do like the look of the toggles when running at super speed). Sometimes its a hinderance (Quartz, Observeers etc) but sometimes the DDR makes you a GOD (aka ITF runs) Mostly it was the "theme" and the costume of the toon that made me love it then and love it now
  14. May I ask why you take Flares rather than Fire Blast? Also how come you skip Fire Breath? I don't have much experience with Fire/ or Blasters really. I have been trying Ice/Ice but the limited AoE can be frustrating at time. Fire seems to be king around these parts.
  15. I have found this too tbh. I know on paper that Aid Self should be amazing on /SR but I also rarely ever use it. I guess just due to the sheer nature of /SR when you really need it, its too slow to active and too underwhelming. Its only really useful when playing solo/duo (or small team with no healer) and a "nat 20" gets you during combat. In all other scenarios its not great: Bullshit enemies with insane +tohit which destroys /SR no matter what you do Autohit powers (like burn patches on the floor) obviously interupt Aid Self unless you move Even when fighting AV's sometimes it just doesnt heal enough to make a difference What do people think about Aid Self in general? Maybe i should dorp it and free up 2 x power picks in the build
  16. Hi guys, For many of us travel powers are a core part of the game, and I personally love them. They are one of the things that make CoH so enjoyable and unqiue + the sheer speed with which you can get around. I know some people will either just use Ninja Run + Sprint for thematic reason, hell some mad lads even deliberatly skip Travel Powers to squeeze more performance out of a build, but love them and I am sure many of you do too - with that being said lets get to the point. Mystic Flight This is what started this train of thought for me. This power lets you Fly and Teleport with a single power pick! In a more competative game this would be labeled as "OP". But more than that the existing powers got minor coat of paint, but the effect was dramatic and made me think about the others: Mystic Transolacte got a reskin of the warshade teleport (looks great) Mystic Flight got its own rune aura when active Fly Fly actually got some love not that long ago. The addition of Afterburner was great! It has a fantastic animation (like a sonic boom type effect) and raised the flight speed cap which lots of people love. All I would say for fly is possibly to allow the customisation of an aura that only comes into effect when Fly is active (a bit like Mystic Flights) Super Jump Might be the most popular travel power, or at least tied with Fly for 1st (actually would love to see some info on this Devs if you are reading, much like the Powerset FoTM post, a breakdown of thinks like Travel Power would be fascinating). Maybe a path aura thats only active with SJ? The one that cracks the ground looks cool when jumping, but kinda trash when walking - could be a nice asthetic addition Teleport The only time I have really enjoyed Teleport was on my Warshade, i think largley because of the cool black hole type animation when porting. Allow teleport to recolour some kind of aura (like WS and mystic flight) but not as detailed. Not an exact reskin, in particular dont want to devalue WS shiny uniqueness Super Speed Now onto my favorite travel power, Super Speed. I actually have a couple of solid ideas for this one! The afterburner "sonic boom" type effect would look amazing on super speed. Seeing as the run speed cap is faster than the fly speed cap it would make sense too, would be amazing to turn this on for super speed The recent winter event made me realise something ... how much I want to be able to run on water. This might be a crazy suggestion ... but ... what if Super Speed treated water as though it were ground? That. Would. Be. Epic. (I can forsee wonkines of standing still on water. I very much doubt the tech is there to allow you to "plop" into the water if you stopped dead) Thanks for reading my post, I would LOVE to see some of these changes (particularly the Super Speed ones). Let me know if you have any ideas of your own / improvments to something I have suggested Thanks
  17. How does one join the Ebil league? Is there a way to make money for idiots like me? Or do you just know enough about the game to snipe things cheap and sell high?
  18. Hmmmm maybe im just best off buying the things I want with merits then just running missions until i can afford the rest of the yellows/oranges
  19. Im not very good at markets, money etc - never had been I am not looking to make Billions, just enough to slot up my main toon with a nice build. What should i do with my mertis? Save and buy Purples/ATOs? Or should I be buying Converters and selling those for profit? Whats a good reliable to way to turn merits into cash that even an idiot like me can grasp?
  20. A few updates, how does this look to people? I think it looks OK ... Pros 45%+ M/R/A 40%+Res S/L at all times (before Res scaling kicks in) 17HP per second Regen rate (not sure if this is good or not) 3 seconds of perma hasten (perma when FF in DT kicks in every now and again) Should be able to run top MA ST DPS chain of CAK > SK > CS > SK * Cons? Hasten not quite perma without a proc Regen rate too low? Not sure how to bolster Endurance might be a problem with such high +Rech speeds * Not sure if I have put the Scrapper unqiue sets (ATOs?) in the right powers for procs etc to trigger Hero Plan by Mids' Hero Designer 2.22 http://www.cohplanner.com/ Click this DataLink to open the build! MA-SR V4.0: Level 50 Science Scrapper Primary Power Set: Martial Arts Secondary Power Set: Super Reflexes Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Medicine Ancillary Pool: Body Mastery Hero Profile: Level 1: Storm Kick -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(3), SprCrtStr-Acc/Dmg/Rchg(3), SprCrtStr-Dmg/EndRdx/Rchg(5), SprCrtStr-Acc/Dmg/EndRdx/Rchg(5), SprCrtStr-Rchg/+50% Crit(7) Level 1: Focused Fighting -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(37), RedFrt-EndRdx/Rchg(37), RedFrt-Def/EndRdx/Rchg(39), RedFrt-Def(39), RedFrt-EndRdx(39) Level 2: Cobra Strike -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/Rchg(9), SprBlsCol-Dmg/EndRdx/Acc/Rchg(11), SprBlsCol-Rchg/HoldProc(11) Level 4: Super Speed -- Run-I(A) Level 6: Focused Senses -- RedFrt-Def(A), RedFrt-EndRdx(40), RedFrt-Def/EndRdx(40), RedFrt-Def/EndRdx/Rchg(40), RedFrt-Def/Rchg(42) Level 8: Agile -- Ksm-ToHit+(A), LucoftheG-Def(17), LucoftheG-Def/EndRdx(17), LucoftheG-Rchg+(23), LucoftheG-Def/Rchg(48), LucoftheG-Def/EndRdx/Rchg(48) Level 10: Practiced Brawler -- RechRdx-I(A) Level 12: Focus Chi -- RechRdx-I(A) Level 14: Combat Jumping -- LucoftheG-Rchg+(A), WntGif-ResSlow(50) Level 16: Dodge -- ShlWal-ResDam/Re TP(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(25), LucoftheG-Rchg+(36) Level 18: Crippling Axe Kick -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(19), Hct-Acc/Rchg(19), Hct-Dmg/EndRdx(21), Hct-Dam%(21), CrsImp-Acc/Dmg/EndRdx(23) Level 20: Quickness -- Run-I(A) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(46) Level 24: Boxing -- Empty(A) Level 26: Dragon's Tail -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(27), Arm-Acc/Rchg(27), Arm-Dmg/EndRdx(29), Arm-Dam%(29), FrcFdb-Rechg%(31) Level 28: Lucky -- Rct-ResDam%(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36), LucoftheG-Rchg+(37) Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), UnbGrd-Max HP%(31), UnbGrd-ResDam/EndRdx(34), GldArm-Res/Rech/End(48) Level 32: Eagles Claw -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(33), SprScrStr-Acc/Dmg/Rchg(33), SprScrStr-Dmg/EndRdx/Rchg(33), SprScrStr-Acc/Dmg/EndRdx/Rchg(34), SprScrStr-Rchg/+Crit(34) Level 35: Evasion -- RedFrt-Def(A), RedFrt-EndRdx(42), RedFrt-Def/EndRdx(42), RedFrt-Def/Rchg(43), RedFrt-Def/EndRdx/Rchg(43) Level 38: Weave -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(43), LucoftheG-EndRdx/Rchg(45), LucoftheG-Rchg+(46), LucoftheG-Def/EndRdx/Rchg(46) Level 41: Aid Other -- Empty(A) Level 44: Aid Self -- NmnCnv-Heal/EndRdx/Rchg(A), NmnCnv-Heal/Rchg(45), NmnCnv-Heal/EndRdx(45) Level 47: Conserve Power -- RechRdx-I(A) Level 49: Physical Perfection -- PrfShf-End%(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 -- Clr-Stlth(A) Level 2: Rest -- IntRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(13), Mrc-Rcvry+(13), Pnc-Heal(50), Pnc-Heal/Rchg(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(15), PrfShf-End%(15) ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1455;667;1334;HEX;| |78DA6593CB6F125118C5EFC020F22C943EA8C8A3A5C84BA6A0DDF88AA9B69A68472| |9D3748B23DCD64908258049BB74E15EEBA326EAD6A57F88CFBFC447625CB830F831| |DF913661D2E6C73DF79E7BCF771FFADEAAFFFDCD47578512BCDE327BBDBAD1E89A9| |D8EECBA8D8625DB0D29E8F3EA2B25A396DA5AD6CA6E6AC6FE8FA9EBB225A5A69BDD| |BE65B6EA2BDD7E2F39EA5B95DBB2DD939AF170D8AAC9ED96DC933DE1ADEEEEB634A| |32365D36FFF5C9766C76AEF04ECC60D6BE7417FD4D265D36A586D195EEB580DEDDA| |6E73BFAE9BBDBEECEE47294686FE5F0EF3D8DFC025EEA9425454E130C1FB4CB5013| |6992724531F7A1578BD8AAD2DFA403FF34C000C8213CC4337ACE4559E60DEA7CC93| |07E033A6F739F8829926AF93BDC25912B67687341767515D582B8BB5B2C89645963| |C32DE258F1BF9DD7F09715584A6B82F1462CE4C3397C260845925AF87BDC253E40C| |AF48F321970FDA0C69011EA704305725E6B4B9417D13DCE79CB8CD5A14EB47B17E1| |A9ED734368CFD0A671DB6369903F3CCA9025864CE3439438DBC11648D60BF16489B| |46AE69642D810AF5CDA28ED9017DE20D2973587DEE02CF7EEA22788979FA3278859| |978CC34C81B4395B15F5C651A55A651E522AA74D2D8384E313EABD8279238C79EC4| |1FE6FC6FE65299F9963C49644B7E602DF511FC047E86F70BF895B949DE05ACB7805| |B93C7ADC9E3D614705B0AB83D2A7932F064504701759C9D6496504F09B7254E9E1C| |763467EF689294222B8EE226DC06B8C13428A4069786B3791710A28CB32C1F62C7D| |5D11BA63F7B7675F4320785B1DEF298521953CE8F29CB63CAFA71C5C359AAEAE85D| |0B25C6993DA1D17B1D7CF3523FF22BB88B3F8E3455D9E2DAFDF37C42FE5BD4CED29| |B4971BB92607E3F3E4F8EE7F979A43994146BC103CE15C45EFD034AAECD6B| |-------------------------------------------------------------------|
  21. I actually think this is one of /SR's greatest weaknesses (Although I disagree with Elude since I personally think its useless) Its basically mandatory to take 8/9 powers available to /SR, which makes every single build tight right from the get go, mostly because lots of the DDR is hidden in autopowers too. SR is a strange beast, sometimes you just go down to RNG and thats unavoidable, but it also means the reverse is true and sometimes you outlive everyone of the team and just can't seem to die. I personally quite like this aspect and those "uber" moments are always really memorable. I also think /SR is a touch end heavy , especially with the +20% auto power allowing for mega attack chains. I would love to see some minor +Regen +EndRecov bonuses hidden away in the Toggles/Autos of /SR. The +Regen would help the set overcome its lack of heal a little bit better and the +End speaks for itself. Plus thematically its not much of a stretch. /SR just needs the tinyest little bit of love and I mean tiny. The set doesnt need any great tweaking, its in a nice spot.
  22. Im sure that this is meant as tongue and cheek, but I actually think Def based sets set you free from the normal burdens of builds. 99% of all builds = almost every single set going into getting +Def /and/or/ +Rech A Def set like /SR is so easy to get over the Def softcap line that it allows you to build for other cool things! Like +Dam, +Acc/ToHit, +Regen etc Its quite nice to take a break from the burden of obsessing over reaching the magic 45% softcap
  23. Wow, I remember it was a crazy amount of recharge but I didnt think it was that much ... I am sure i used to run the top MA attach chain back in the day WITHOUT using the recharge incarnate (I actually really dislike the entire incarnate system - possibly an unpopular opinion but the power creep is so enormous is ruins the game post 50 in many many ways for me, but I digress) basically my point is that I NEVER build a character with incarnates in mind. I view them more as "icing on a cake" rather than factoring them into a build. I guess without reaching that Uber level of recharge throwing in EC (despite its low DPA) is worth it due to the +crit% So something like: CAK>SC>CS>SC>EC>CAK ... might be OK, taking another higher DPA attack like CK is probably mathematically better but makes the build that much tighter its barely worth it
  24. Ridiculous that this change was made really since its MA's ONLY AoE attack. I guess it has something to do with the changes they made the EC +crit bonus? Either way it seems unfair to further hinder a set already struggling for AoE DPS This is also true, on one of the DPS sheet threads knocking about I remember seeing that in a low(er) recharge build this could actually yeild greater DPS than trying chase the max DPS chain
  25. Drop Thunder Kick! Its a bad bad bad bad power Storm Kick is your bread and butter. The highest ST MA/ attack chain is: CAK - SK - CS/CK - SK ^ This takes a good amount of recharge, so if you don't quite have enough to run it just throw in an EC followed by CAK whenever something is recharging For your AoE chain MA has ... shall we say limited options - basically just stick to your ST attack rotation and hit Eagle Claw into Dragons Tail whenever they recharge (Note* mathematically Cobra Srike and Crane Kick are identical - the only difference being that CS = Stun + CK = KB) The choice between then comes down to Stun vs KB / which IOs they take / astehtics Since Dragons Tail already does KB/KD i prefer to go with CS personally for stacking stuns with EC which you sometimes see even high level mobs get breifly stunned, but not for long
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