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Sancerre

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Everything posted by Sancerre

  1. it is being talked about a lot... ninjutsu is great to an extent but it is basically jack of all trades master of none. it has fatal flaws nested everywhere even if it looks great surface level. also no taunt aura. main thing i wanted to highlight though is the shinobi-ri crit opener. you have to literally wait to be stealthed to get that crit -- it will never happen mid fight and you typically need to physically stop what you would otherwise be doing for a few seconds between packs of enemies... if you like RPing here, all well and good... but even for casual play... probably something you will quickly ignore. will give a shoutout to building around nin's t9, alongside Unleash Potential. that combination is extremely powerful but requires very deliberate power cycling that is probably more effort than most people are willing to deal with.
  2. if you care about tier lists on scrapper then the only armor set to care about is called bio armor... incidentally missing from your list there......... away from bio armor, and of the 3 you have listed there, shield = stone >> ice. i would personally give the edge to shield because missing taunt aura really blows and mud pots slow doesnt cut it. if you team mostly though, not much to worry about there. the biggest reason for scrapper taunt is so that critters stand and fight (not run away). should also note that shield charge on scrapper is really not that great and honestly skippable (it is quite good on tanker). thematically, i feel like doing 'earthbender' without stone melee just feels off. the shield concept is cool but maybe generic. the subzero adjacent concept sounds fun (would probably want to run ice epic pool with it to sling ice bolts).
  3. MA is very versatile. good options for focus feedback recharge. smashing damage type is solid. option for achilles heel proc on axe kick. generally speaking, not heavy on endurance. MA does not really -demand- any fixing from a secondary armor set like some other primaries might. if MA has any 'weakness' -- it is a little bit lacking on aoe damage but if you are picking up ball lightning or fireball from patron, that doesnt matter too much. so overall, MA will work with whatever you want. not much not need to worry about synergy problems. are you looking for theme affirmation or tier list kinda stuff?
  4. forgot to touch on the damage portion. the crit strikes proc is a BIG BIG portion of scrapper. i would say, alongside stalker, the class proc really warps how strong the class feels with and without it. Very counter to tanker or brute where you just kinda set them in a power and let them work passively. scrapper and stalker really need to lean into their procs to feel strong. Getting the level 50 version with increased proc rate is massive (double chance)... as well as picking the 'correct power' and limiting recharge reduction slotting in that power as much as possible -- so that it procs as consistently as possible. scrapper is very much about playing the lotto with the crit strikes proc. beyond the crit strikes proc, franken-slotting towards damage procs is otherwise the big way to push the damage even higher... usually at the cost of defense along the way. aside from that zapp and ball lightning are often hallmarks for scrapper, especially combo-ing the crit strikes proc with ball lightning. i know you are a big fan of focused accuracy but it really is a lot to give up on scrapper to not have ball lightning (or fireball if you opt for blaze instead). a crit ball lightning ends up a feeling a lot like a corruptor t9 nuke (not quite blaster level). ground zero was a big letdown on scrapper when i tried it out because it cannot crit... and takes so damn long to cast on top of it. that said -- i think it is 'fine' if you leverage ground zero as proc bomb towards utility instead because they are mostly guaranteed to proc on everything. both achilles heel and fury of the gladiator -res procs. also a good spot for avalanche knockdown proc to have the CC utility.
  5. if you can squeeze out more defense at no or little cost to your overall build, it is worth it -- especially melee defense. incarnate story arcs have a higher hit rate for example where 59% is the cap instead. i will note that building for 59% away from team buffs is unreasonable but 45% is not the end of the line. also helps against defense reduction... even with 70%+ resistance, it still happens and it hedges against cascading failure. aside from that... the 'optimal' place to do crit strikes proc is on smite for pure dps or midnights grasp for consistency... siphon life is probably a fine middle ground but wherever you put crit strikes proc you should definitely NOT be slotting up recharge in the same power. your s/l resist cap is fake because you have one wit the shield active. consider slotting true grit differently (4 unbreakable 2 prev medicine, to get a nice big chunk of E/N/F/C/T resists. shadow maul is an odd button... in theory it is solid if you are hitting 2+ targets but................ 7 foot melee cones just suck. i would recommend fury of gladiator -res proc in soul drain for a couple reasons -- the proc rate is virtually guaranteed on every critter every time... also it becomes the button that buffs and debuffs in one go for you...
  6. you can run from it, but i think axe/bio is really the pinnacle of scrapper right now. i guess more to the point -- /bio is such a strong outlier for scrapper armor sets. axe is not necessarily the 'best' but it does a lot of things very well and the knockdowns help cover some defensive gaps in /bio in addition to facilitating force feedback recharge procs for /bio's defensive clickies. mind you there are other strong primaries sets that are in league with axe... but axe cyclone is realllllly nice. i have a feeling you are trying to find the hidden gem of scrapper like you did with tankers (fire/ma tanker really is quite amazing)... and for that effort -- carry on... i appreciate your findings all the same.
  7. i think it is important to really highlight that last bit of info in your post -- with this suggestion, tankers would still uniquely have a larger target cap on most buttons. big support for this. the 7-8 foot melee cones available are absolutely awful in multiplayer -- you are LUCKY to consistently hit more than 2 targets. for pbaoe attacks, i might give some pause towards standardizing all of them at 12-15 foot radius but... as a baseline... any pbaoe button smaller than 10 foot feels awful.
  8. choking cloud has a super low chance to proc on each critter. that said, procs that activate if it procs on _any_ critter are valuable here -- and that is specifically the winter set's chance for absorb proc. in a pack of critters you are getting the absorb shield proc'd off at least _one_ of the critters very often. procs do not scourge, and scourge only works on the primary powerset, not the secondary (or epic/patron for that matter).
  9. fire will need to get your defense from others via group buffs for harder content. fiery embrace damage is very substantial. very squishy but big damage. strong playing together in team (can struggle if splintered). no taunt aura so expect stuff to run away... especially if you use burn. would note that... aside from aesthetic/theme/style... bio armor outshines fire armor in a lot of ways for offense oriented armor. energy has very strong defense and regen -- very able to do your own thing and be self sufficient. has a taunt aura BUT offers no extra damage. both sets have strong endurance management.
  10. inner will could help cover mez holes in various armor sets as needed (it is not permanent and i suggest modifying it so it is further away from perm)... terrorize & confuse especially. is it appropriate? idk -- is hibernate in leviathan mastery appropriate? most people dont care cause hibernate kinda sucks. i just didnt see much else appropriate to pull from aside from powers that are more ninja themed like throw sand.... which i guess is fine.... just maybe strange to think about shooting guns and throwing sand in the same pool....... the burst of speed comments are very hot and cold there... first you make it sound like it is pointless cause people can just pick up combat teleport or speed of sound, but then it is also just not appropriate cause it is ultimately a pseudo-melee attack. i think it provides an option to go into this patron pool for teleport attacks instead of 1 of your 4 power pools into experimentation or teleportation. sure it ends up doing damage in melee but you can press the button from range (200 feet)... very opposite perspective difference. anyways -- you bring up a similar point that i was getting at in the first place -- the epic/patron pools typically consist of items beyond just standard ranged attacks... so 5 dual pistol skills would also be inappropriate. not sure i could agree with seeker drones if we need to follow 'appropriate' criteria... there is no other precedence of low cooldown pets in melee epic/patron pools. smoke grenade and taser fit well enough, those could be fine. i think surveillance (-def/res debuff) could be a fitting option as well.
  11. cool concept but swap ammo isnt happening... also definitely no way for a t9 nuke to be in there unless it was SUBSTANTIALLY nerfed. also as others have noted it should probably just follow, generally, for Melee ATs (tanker/brute/stalker). most epic/patron pools are not hard focused on porting over 1 power set particularly... for example blaze mastery has melt armor and fireball. i would say instead of trying to hard force only dual pistol skills, try to mesh it more with like Martial combat as it mostly fits a parallel concept of gun kata. Burst of Speed specifically would be awesome to port over to melee ATs in the epic/patron pools. that in mind as a concept -- i would change it around a little more like so: 1. Dual Wield 2. Suppressive Fire / Executioner's Shot (pick one... Executioner's shot probably offers too much utility with -defense and KD slotting, but it is DP's 'snipe' equivalent) 3. Bullet Rain 4. Inner Will (self heal clicky, can adjust parameters of it compared to base version) 5. Burst of Speed
  12. much better starting point ***i do not have a axe/fire scrapper but i have played with axe and fire armor apart from each other and on different ATs... just trying to be helpful here main things i would recommend from here: blazing aura should just very simply be damage/endurance and set bonus muling. procs are just not very productive here would recommend 5-6 scrapper strikes Chop is not gonna have a great proc rate regardless what you do just because of the low cooldown inherently so it is fine to use it as a set mule (as you have) for attack chain filler. typically people like putting in achilles heel resistance debuff proc in Chop -- up to you if you find value in that... the debuff lasts about 6 seconds (i think) so it doesnt need to proc every time to be effective wasnt a huge fan of pendulum (away from Tanker increased size version) especially without fold space but it is decent AoE all the same... just dont expect to hit more than 3 targets very often. i might recommend skipping it since you are running fire armor and have burn already though. not the best for exemplar but if you are not concerned with exemping then definitely something to consider. pendulum slotting probably has too much recharge in it for the procs to carry much value (would always keep force feedback anyways) generally see you slotting resist powers with aegis -- looks like for the smash/lethal resist. not opposed here but you skipped out on 5% S/L from 6 piece scrapper strikes. im generally a fan of 4 piece unbreakable guard for the big melee defense. melee defense is quite valuable individually (separately from ranged and AoE) because that is typically where defense debuffs come in and also melee hurts the most. your slotting is not necessarily wrong -- just presenting a different option. would strongly recommend at least 1 resist power doing 4 piece unbreakable guard for the +HP Max IO consume could definitely be slotted differently... you are overcapped on recharge debuff protection anyways -- you are 115%, got room to move stuff around there cleave accepts fury of the gladiator resistance debuff proc -- would recommend it there (and definitely not in blazing aura) I would use the 6th slot in burn for more damage... the knockdown proc (as someone else mentioned) can cascade knockback debuffs and actually fling them out of burn. this may have been 'fixed' though... not sure. you definitely want the Panacea IO proc (from Healing) in your build somewhere (most likely another slot in Health) if you are absolutely hurting on slots, panacea is 100% better than miracle. Assault radial incarnate (double hits) is WAY better than assault Core on scrapper Reactive Radial Incarnate is better than Core -- the mechanics of the DoT are very odd... you can look around forums if you want to be informed about it but radial is always better for Damage interface. Your blue bar is probably fine between ageless and consume but consider changing Musculature Core to Musculature Radial if you are having problems with End can make that assessment as you are running the tier 3 alpha before you make the upgrade to tier 4. it wont change your damage output too much.... generally speaking for shadow meld -- just think of it as an alpha soaker / panic button. dont rely on it for active defense otherwise. after the alpha strike has been soaked... the critters should hopefully be having fun in your bounce house (axe cyclone) and otherwise being trimmed down quickly with scrapper damage
  13. generally speaking you are chasing set bonuses too hard to be considered anywhere near 'damage first' agility core paragon makes no sense for fire armor on a scrapper -- it is a resist set, not defense... and you certainly dont want recharge gimping your proc chance globally scrapper strikes set should be in blazing aura swoop should have critical strikes proc and otherwise raw damage/accuracy & damage procs. absolutely no recharge other than critical strikes proc. i cannot endorse zapp with 0 slotting strange to not finish numina's 6 set bonus in healing flames but slot up health extra... i generally like prev medicine if i am going 6 piece healing set anyways but up to you there. missing kismet to-hit bonus (defense IO) you need knockback protection somewhere (fire armor has NONE inherently) -- zephyr universal travel IO is a good option. look to have, mimimum, +8 knockback protection... you should rarely bounce around at +8... +10 is more 'sturdy' if you want to (mostly) never fall on the floor.
  14. i havent generally disagreed with anything you have replied with but the AoE comment is really stretching it man. most AoE attacks are more DPA efficient than adjacent single target attacks in the same powerset when striking only 2-3 targets -- it seems outlandish to suggest AoE would ever be less efficient than single target to clear packs of cons. But i'm sure you'll conjure up some unique one-off scenario for me following this post......... i would argue the game is not intended to be played solo. it is a Massively Multiplayer Online RPG. you can play solo but the game certainly encourages you to play in parties, especially for larger scale content. anyways -- im not suggesting the game balance should ignore solo balance in favor of only teams, i fully get your point. that is my personal bias foe damage reduction. And no, before you go in circles -- this statement is not me making some roundabout claim that 'because i care less about solo play balance, corrosive enzymes must have -defense slotting available'. please stop taking statements to the extreme ends.
  15. seems i misunderstood the blanket AV debuff resistance in regardes to foe damage reduction. thanks for the clarification. regarding the t1 powers being an optional power now -- yea i can agree to that. the flexibility there is quite nice. fortunately (or unfortunately?) not every power needs to be purposeful and/or 'necessary' in the powersets.
  16. i didnt ultimately like war mace but it was fine. solid single target chain, but whirling mace just feels super trash. crowd control is the real aoe of the set but the con AI doesnt always play nice with melee cones as opposed to a PBAoE. disorient is kinda useful but also not so much. set also has quite a few knockback powers for FF recharge procs which is nice. smashing damage is generally better than lethal damage. battle axe is quite good now but the actual aoe damage feels lacking. good single target chain and a slew of -defense and knockback for the juicy IO procs. For me -- pendulum just isnt it (it feels great on tanker with gauntlet radius). Axe cyclone is amazing utility sporting a huge radius and the suction, but the damage is pitiful. you can compensate with crit ball lightning anyways... and that is when you'll start to feel powerful in packs. i would recommend battle axe. energy aura is a very good pairing for battle axe cause it gulps endurance quickly... and energy aura is just a solid defense set regardless.
  17. yea i get you on that. the procalypse has been looming for how many years now? mostly come to accept that the procs are the game -- so build around them.
  18. i agree with you that -resistance is powerful and that is entirely the reason i suggested the change: to allow for more -resistance. im pretty certain the math is different than what you have laid out but the general prospect is that -resistance is quite valuable all the same. the -damage part on a single target ability is really not that impactful however... in my opinion. during the general gameplay loop, im not slappin enzymes on everything. i would mostly reserve it for an incidental boss that happened to be outside the AoE zone or explicitly AVs. AVs have something like 85% debuff resistance though. playing a corruptor and using corrosive enzymes against an AV reduces their damage by 4% and it gets worse if they are higher level than you. yes 4% is better than nothing but it is not likely going to make or break whoever is getting hit by the AV. city of heroes is an AoE game. single target abilities, especially non damaging ones, are far less valuable in general gameplay.
  19. Curious -- i personally rate cold and time VERY highly and i thought people really liked kinetics... as like the big 3. I have viewed nature as more middle of the pack i guess -- good but not great. different perspectives i suppose. yea idk maybe i jumped the gun with the suggestion at corrosive enzymes. was just looking to speed up the some of the 'oomph' while using the set. enzymes feels kind of lousy to use for incidental boss spawns every 20 feet. enzymes feels OK to use on an AV but kinda just OK -- and i suppose that should just be fine for a T1 power. spore cloud is probably the better target for better gameplay on Nature. speed up the anchor animation to 2s
  20. first comment -- i am actually a fairly shocked to hear that you dont use achilles' heel on any of your heroes/villains. dont know if that stems from some sort of personal refusal on your end or just a coincidental lack of -defense powers in the powersets you gravitate towards. you seem to recognize the proc has value. i was looking at nature from a 'where does it make sense to help out nature across the set' perspective. didnt really do my homework on adjacent t1 powers -- there are even worse t1 powers (sonic siphon, for example). in that vein, it does make my suggestion for corrosive enzyme a -very- strong button. Admittedly, i do not personally value -foe damage% debuff very much -- maybe i should. regarding collective synergies with 1 other power in the nature powerset... throwing down debuff numbers that are substantially away from poison / trick arrow / cold dom does not particularly have me imagining the proposal would suddenly shift the meta into Nature Affinity over Cold Dom. bit of apples and oranges for me to compare debuff oriented sets to healing oriented sets anyways, i get that. The initial thought was: Time Manipulation (in my opinion) is a very close parallel to Nature Affinity and i was looking to achieve a similar feat with corrosive enzymes that slowed response does (single target vs AoE) -- so i thought, if Time can do it... why not Nature. i could very well be reaching too far here though. side note -- spore cloud feels awful to use as a 3.1 second cast anchor toggle (all the same as darkest night)... Nature feels kinda sluggish overall.
  21. Nature Affinity (defender primary) Corrosive Enzymes - Tier 1 power Spray a single target with toxic, corrosive enzymes reducing the damage they deal as well as their damage resistance. Single Target Damage Debuff: 31.25% (25% corruptor) Resistance Reduction: 25% (18.75% corruptor) Writing for a small but notable change -- please add some percentage of Defense Debuff to this, it can be even be -1% (the actual amount literally doesn't matter). Why? The obvious Achilles' Heel resistance reduction proc... and a few others if you would choose to proc it out i guess. You may ask why this is needed -- I will note that no, it is not needed. I would mostly justify the change as a quality of life. everybody and their mom has achilles' heel slotted into their kit somewhere these days and it doesn't stack. That in mind, this is a relatively low impact change for party play and a nice subtle change for Nature enjoyers to give a better sense that pressing the Corrosive Enzymes button feels impactful (there is literally nothing else to slot in this thing). **good discussion in the thread -- i dont really like this suggestion anymore**
  22. look i dont really care to make this a topic about min-maxing parties or having the bost possible solo character or something along those lines. i already noted sentinels are quite good at solo play and function perfectly fine in parties. obfuscating is trying to glow up sentinels to be better than they literally perform. is your platform that sentinel is somehow more beneficial than either blaster or scrapper on a team? what does a sentinel offer the team other than self-contained damage (reasonably a margin lower than scrapper and blaster) and a (very) small debuff for AV killing? they offer less aoe (via the 10 target cap) than blasters. they offer substantially less single target DPS than scrappers (not even stalkers win here ironically) what is this party buff/utility that you think is so valuable? go ahead and make your case. maybe you just like arguing for the sake of arguing -- i dont know what your game is. if you are looking to point out that it is a ranged scrapper for semantics sake, that is all well and good but IOs and incarnates have broken the ceiling of what is 'necessary' to be self-contained. to me, a sentinel is a more defensive blaster -- despite whatever the initial intentions were. apparently my opinion is invalid to you though, thanks for that.
  23. it is mostly non sequitur and wasnt really a highlight of my post... a bit of a shower thought -- dominators are already a mez protected melee/ranged hybrid. what is the purpose of proliferating assault sets by pairing with armor sets?
  24. sentinels are fine solo. team environment they are less optimal than having a collection of corruptors and blasters. i dont know why people really love obfuscating the truth... platitudes of play it your way or as long as you are trying your best then its all fun......... yes sentinels can slap fingers on the keyboard and everybody can win at the game. you can complete a task force with 7 people instead of 8. sentinels do not have good aggro draw tools, do less damage than blaster and have a lower target cap (10). there is no mindset here of being a 'ranged scrapper' here. it is a -less useful- blaster because a blaster with team buffs will make the entire secondary tree that sentinel has worthless. sentinel's passive is... functionally better than its inception but still a farcry from tanker gauntlet or scrapper crits -- yes it is 'useful' but 99% of the party content will be annihilating anything less than an AV before it serves any functional purpose. even on an AV, it is... very tiny. all the other -res procs do not stack -- a sentinel does not need to be the one to apply them all (and likely someone else is already). outside of hard-mode and especially solo content, sentinel is great. i think the concept overall of sentinel is fine. no real changes needed (or maybe a look at power pool options?) also -- dominators exist.
  25. for solo play you will not really be seeing much of a difference between defender and corruptor. in fact, defender probably does more damage solo. corruptor does more damage in teams when defender's passive vigilance is removed and corruptor can potentially benefit from more +damage party buffs. where you WILL see a difference is with perma-soul drain builds (really only viable with XX/Time/Dark) and /kinetics builds as both of them will blow past defender's damage cap during aim/build up but corruptor will be able to continue climbing. if you are trying to play hover/ranged builds, that doesnt really mesh with soul drain builds... so ignore that i guess. there is otherwise not a great reason to run solo corruptor over defender on anything else except kinetics IMO (party play is entirely separate conversation). as for your primary damage powerset... there isnt going to be much variance here if you want to follow 'best' -- fire is the guy. ice is quite good all the same on corruptor with double rains and a nice exotic damage type. most other powersets can serve you well enough, but your mileage will vary... especially against certain enemy types.
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