Wavicle
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Like the title says, let's give Redside access to the Shadow Shard and its contacts. Seems easy enough. I would ALSO like to see the Shadow Shard all turned into Incarnate content. But I understand that's undoubtedly not as easy.
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I forgot to mention Thunderous Blast is also one of your best -End tools.
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but regardless of any of that... Generally, people feel the game is very easy (I think that's correct) and that, as a result, Control and Tank roles are somewhat devalued. To me it seems clear that content with dangerous mobs and high damage environments makes those roles more valuable. Controllers have a support set to fall back on, sure, and Doms do excellent damage. Is there disagreement that the Tank role itself (as opposed to the Tanker AT) is of value even in the hardest content?
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On Excelsior I fairly frequently see DA teams and itrials frequently. Lambda, BAF, and Keyes are most popular, but I see the others as well, including many badge runs. But honestly, I think a big part of why is sidekicking. People would prefer to run content they can bring lower level people along with. They CAN come to DA but Incarnate missions can be pretty tough for lower levels.
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Again, I don't see the problem. First off, IO builds are available to everyone, so the idea that they let you outshine your team is silly. Second, the game WAS designed with this in mind. Before ED people were six slotting stuff and the game worked Mostly fine. IO builds let you get back to that level and power and then some. ED was instituted specifically to make room for IOs. The game was shut down before they got to take the Incarnate system where they wanted. There was going to be considerably harder content, with more emphasis on movement and avoiding otherwise undefendable and unresistable damage. Leagues full of IOd Incarnates would still be challenged by that.
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There are. You can't have more than 5 of any one bonus. I don't see the problem, honestly. We are MEANT to be able to become super powerful at high level. That's the design of the game and it's fine. There is certainly room for more difficult content to be made, that's true, and I support that idea. Content that makes Tankers, Controllers, and Dominators shine.
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Power Sink, Short Circuit, Lightning Storm. These are your best end drainers. You don't Have to build to do that, but those are the tools available if you want to.
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Boxing or Kick, both are terrible. Doesn't matter which you take. Regarding Fly: it's possible you could just do without Afterburner. Personally, I think Hasten is taken unnecessarily sometimes, but a lot of people swear by it.
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Here is an example. Still without sets, and not perfect, just closer. To give you an idea of what to shoot for. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Innocent Girl: Level 50 Natural Scrapper Primary Power Set: Martial Arts Secondary Power Set: Willpower Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Soul Mastery Hero Profile: Level 1: Storm Kick -- EndRdx(A), Dmg(9), Dmg(11), RechRdx(27), Dmg(31), Acc(34) Level 1: High Pain Tolerance -- Heal(A), Heal(3), Heal(3), ResDam(15), ResDam(17), ResDam(40) Level 2: Mind Over Body -- ResDam(A), ResDam(7), ResDam(9) Level 4: Fast Healing -- Heal(A), Heal(5), Heal(5) Level 6: Fly -- EndRdx(A) Level 8: Cobra Strike -- EndRdx(A), Acc(13), Dmg(13), Dmg(25), RechRdx(31), Dmg(34) Level 10: Hover -- Flight(A) Level 12: Indomitable Will -- DefBuff(A), DefBuff(15), DefBuff(42) Level 14: Afterburner -- Flight(A) Level 16: Rise to the Challenge -- Heal(A), Heal(17), Heal(19) Level 18: Crippling Axe Kick -- EndRdx(A), Acc(19), Dmg(23), Dmg(27), RechRdx(31), Dmg(34) Level 20: Quick Recovery -- EndMod(A), EndMod(21), EndMod(21) Level 22: Focus Chi -- RechRdx(A), RechRdx(23) Level 24: Maneuvers -- EndRdx(A), DefBuff(25), DefBuff(29), DefBuff(33) Level 26: Dragon's Tail -- EndRdx(A), Dmg(33), RechRdx(36), Dmg(36), Acc(37), Dmg(42) Level 28: Heightened Senses -- DefBuff(A), DefBuff(29), DefBuff(37) Level 30: Boxing -- Empty(A) Level 32: Tough -- ResDam(A), ResDam(33), EndRdx(40), ResDam(45) Level 35: Weave -- EndRdx(A), DefBuff(36), DefBuff(37), DefBuff(46) Level 38: Eagles Claw -- EndRdx(A), Dmg(39), RechRdx(39), Dmg(39), Acc(40), Dmg(45) Level 41: Assault -- EndRdx(A) Level 44: Dark Blast -- Acc(A), Dmg(45), Dmg(46), Dmg(46) Level 47: Shadow Meld -- DefBuff(A), DefBuff(48), DefBuff(48), RechRdx(48), RechRdx(50) Level 49: Soul Storm -- Hold(A), Acc(50), Hold(50) Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Flight(A) Level 2: Health -- Heal(A) Level 2: Hurdle -- Jump(A) Level 2: Stamina -- EndMod(A), EndMod(7), EndMod(11) ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1428;588;1176;HEX;| |78DA7554DB6ED340105DC74EDCD8B997A649439BB4E995B62611BC2344A1426A50A| |548949B1459E9D25AAC12CB76053CF2138004FC02BF8578E0F2C85B187B4FA2600B| |4BD1F19C39337B66B3EBDE9BA3DCD7E377779852B8276CDF1FF4879EEDBADCD31FD| |9C195670B464FFEE168341EF251D03A763CA113D398CA063D2E38B77AB61738B618| |DCF5027F65963BE22FF9C8E7D69923843B7ECD3D669E8EC7C27A209C8BCBA018BD9| |F70FB9C7BFEA5E3E6652E4C39A30B238AFA2EE7E7F5FBAE33B4FA812D5E51D3FEF8| |4A0C7AB61F70EF6D8DAC6CD1EF7DE8297A266916BE6B2A5B50251AC095B2C435C4E| |B4CE2E350AFA0D6905C2A86858AC41270077846B58AAC4D29E032C005E013D2A8D0| |A8E8A7C5D0244D5AFA6769F8FF40A863261D5C0E9E7398A1065CC36CEB88B3A4CFA| |25F362BB9A7C499F0616A980BB8076455FAB3519747DD33AA2B46434E5245F82D01| |2BC04FA429C36B195E2BF05A9DEEFF7FBC3E27FD227C2D6624772D861F49B324FB2| |B4BA8AF02C3F596654E5DC6DA35CC731DD8027EA67C1D3EEBD0B6E0A38D7E6DC49B| |F0BF87F805E91BF0D988F5DF042AA459C5FEAD4EE8612A314D59A53671225AD3530| |4070788358A37A0DD40AE1D5BE110F84597273F9C640BDA6D38DD2EFF1BEF609203| |C415D2EFC2E52E6ABF516E1FBBB81FD31FC6F00F1D434B6A350B7E6EC6111EBAC0E| |F54DB9135A98E891CD6E99A73BB095F2CDABDA636BB9B931B896C27C17413CCAD04| |733BC19C2498530DCB12A3444CB644B75832931FC6ECD63305B7E4D73C875BF1739| |E2B48EEB731F7C5C0E9CE000DE05F0174AE0C| |-------------------------------------------------------------------|
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Ok, a lot of little details here. As you know, at 50 you should switch to sets. However, here's some specifics about basic slotting: First, never slot more than 3 of any one thing in a power (there may be a couple of very rare exceptions to this rule). So Fast Healing, Indomitable Will, and Heightened Senses are overslotted. Second, on a scrapper you shouldn't need more than one endurance reducer in each attack or toggle, so I recommend going with 1 Acc, 1 End, 1 Rcg, and 3 Dmg in attacks (generally speaking). The third damage will itself make the attack more endurance efficient. Third, endurance reducers in toggles that only cost around .25 or .3 aren't all that important. Debuff toggles tend to cost a lot more. Armor toggles are fairly cheap. Fourth, very specific, Fly is at the speed cap out of the box. So there is no need to slot Fly enhancements in Fly (they should really eliminate the ability to slot them). Just put an Endurance Reducer in the base slot and you're fine. Fifth, you can't attack while using Afterburner, so an Endurance Reducer is probably unnecessary in that power. Sixth, the ToHit debuff in Rise to the Challenge is very small and probably doesn't need a slot. Seventh, Focus Chi you want up more. I would slot two Recharge and ignore the Tohit buff. Eighth, minor point, Boxing is terrible. Don't bother slotting it, don't use it, don't even have it on your bar. You need it for Tough and Weave, sure, but just ignore it. Ninth, if you're going to have Dark Blast, Shadow Meld, and Soul Storm they need some slots to be worth it. I would look at shifting things around a bit to achieve that. So, to sum up, attacks need 3 damage. Armor toggles don't need endurance reducers (Leadership toggles benefit from it more than armor toggles). Don't overslot.
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what you've done so far is fine to start out. I would suggest that if you are having problems with your blue bar endurance reducers in your attacks generally go farther than endurance reducers in your toggles.
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