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Everything posted by Sovera
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Stone Armor (no Granite) gets the best of both worlds with both defense and resistances. If you want to eschew killing faster (do not poopoo on this because in my experience when we kill slower we give more time for enemies to hit us back) then take Dark Melee or Radiation Melee for an extra heal, With a twinked out Stone/Fire I started at 0x6 by level 6 and by level 13 I'm going at 0x8. At max level it's a permanent 55% defense and 81% resistances, on top of hardcapped HP.
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Well, more options isn't a bad thing per se, but this seems like such a non problem. Level in your base between missions, and right click cancel before you start to fight will take care of the rest. Simply standing by Miss Liberty and being buffed should have zero effects on the DPS tool since you're not fighting at that moment. Edit: Ops, two month old necro. Ah well.
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As Tyger said. I don't use the teleport but the framework is there to replace Flight for it. You'll just lose a bit of defense you can work back in by keeping Weave on all the time and some recharge.
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'How well' is a matter of toggling off Hasten and seeing if the attacks can still loop seamlessly. At worst it'll just introduce small gaps, which you seem willing to live with, and can be a bit dampened down by changing the slotting to introduce more recharge. Hasten is never needed so you can safely take it out of any build you find. The build does not crumble from its lack, its removal just adds more recharge time to powers. In this case there aren't even strong defensive clickies so it just smooths out the attack chain and makes Build-up come back sooner.
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Sounds like a rename moment with 'Max' waking up as GenericHero023425. Easier than fix coding for this particular instance. And then lock the name out.
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Stone is a good set. You could pump your E/N resistances a bit higher if you feel like making some changes. I managed a nice row of 70% to all resistances and still have 45% defenses to all (50% with Weave, 55% with Barrier), 76% with two ATO procs, 81% with Barrier. But it's just some min maxing as the build's near solid as is. Perhaps a bit more E/N defenses since it's just 42% even with Weave which combined with the lower E/N resistances means it'll crumble once facing E/N based defense debuffing (like the annoying Praetorean bots). But it's simple to fix as just a couple slots into Crystal Armor will pump your E/N defenses up.
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At least twice the damage of a Tanker in single-target. But this is only/more noticeable when soloing really strong enemies like AVs. In a team it won't matter much since it's 8 people wailing on a single enemy and regular enemies die in seconds (even when solo). The twice-the-damage does not necessarily apply to AoE since to achieve the 'twice the damage' scenario it implies coordinating the ATO procs and there is no AoE equivalent of maneuvering an epic skill sniper to do crits. But that's not to say they won't easily keep up with a Tanker either. So, basically, Scrappers well built and well played will do twice the damage in ST and should easily keep up in AoE by sheer dint of crits working for AoEs too. That said it depends if they can stay alive to do it. But at max level money will fix survival whereas money will not double the damage of a Tanker. Tankers have a very easy start that allows to quickly become very sturdy, but leveling goes quick and if not intending to exemplar and willing to play something meta then the Scrapper will do you just as good. The 'while leveling' is important. You won't find your Scrappers doing more damage, less alone twice the damage, of a Tanker while in the process of reaching max level. On the contrary the Tanker will easily go to x8 difficulty and abuse their AoEs to easily climb the levels where the Scrapper will be on the verge of death at half that difficulty and not feeling the extra damage outside of the occasional crit. It's only at max level with the superior version of their ATOs and playing right (fishing for crit procs and using those on their strongest attacks/epic sniper powers) that they distance spectacularly.
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*wave* It's still Tanker damage when it comes to pylons. Roughly 4 minutes where a Scrapper ought to do it at least in half that time (any Scrapper build that does not do a Pylon in at least 2 minutes needs a good look). But for soloing it is still plenty enough to be killing AVs even early on while cranking the difficulty to 0x8 by level 13 and then cruising which is *not* something other ATs can boast (that said leveling does not take too long and once at max level all ATs can be made sturdy once enough money has been poured into them). For more ST damage a bit of proc bombing and a different epic pool might get there, but I try for balance (though dialed to 11 as far as I can) and yeah, the Stone/Fire is what I got. Still, for your goal I'd say try it, you can always sell the gear if it did not jive.
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Everything looks well in place. There is barely a gain in defense from switching from Combat Jumping to Maneuvers and the cost is heftier, but it IS an AoE buff and with Consume properly slotted you might not even notice it. I think that you would considering the skimming on the recovery uniques and when in a ST fight, but, if teaming 100% of the time this shouldn't come up. That said Axe is VERY heavy and you might find your endurance floundering due to said skimming. I remember doing an Axe/Rad Scrapper and despite Rad being very good with endurance it was 100% unable to keep up with Axe even with Recovery Serums running at the same time. But nothing that incarnates won't fix if you notice that this is the case, Shadow Meld is a very solid choice as it replaces small purples. You could even build around it and lower defenses to around 16% and be at the softcap when using Shadow Meld. That would free a heck of slots and slotting. At a glance doing this and swapping for resistance slotting you should be able to aim and reach for 70% resistances and then have Barrier as a panic button (squishy Fire Armor + squishy Scrapper) if Shadow Meld was not enough or it is not up yet, or you're on the verge of dying. Barrier would add another 5% minimum which you can account for, or not and just have it as a panic button. Again, Critical Strikes is not particularly interesting other than the proc. 10% recharge is nice, sure, but it eats a lot of slots for it. Keep in mind that keeping the Critical Strikes proc in Axe Cyclone will work as you say, but are you going to be using Axe Cyclone for a ST moment? Be it AV or even a regular boss? Where Cleave will be used for ST and for AoE since Cleave + Pendulum + Axe Cyclone is a self contained AoE rotation. So if nothing else I'd swap the slotting of Axe Cyclone and Cleave. Without Gash you'll have gaps in the ST rotation but both Burn and Moonbeam can take over. Cleave + Swoop + Chop leaves around a second and a half at which point alternate with Burn or Moonbeam, which ever is up. Lastly, to boost slots you right click the IO and then before selecting it you hit + on your keyboard 5 times.
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When ever I get asked this question I invariably give the answer people don't want 😄 Which is don't do Fire Armor on a Scrapper. Fire Armor is a squishy armor, Scrappers are squishy, and then Scrapper values for resistance cap out at 75%. On top of that Fire Armor on a Scrapper has no agro aura so mobs will just run away when they feel like it and doubly so when using Burn. As you play in teams these downsides might not be that bothersome as long as you follow the Tank/Brute. As for the build. Don't slot damage procs into the aura as they will seldomly go off. Slot a Force Feedback in Pendulum or Axe Cyclone, and preferably one in a ST attack somewhere like in Chop since the 6th slot adds little. You kinda want Consume properly slotted, but playing in teams might not make this a problem You want Healing Flames properly slotted, but, again, teams. If you find yourself having problems either in surviving or with endurance you know where to mitigate it, but if not then continue. Temperature protection is just a mule and does not warrant that heavy slotting, nor being picked that early. Only the proc in Swoop is actually worth slotting as the rest of the bonuses are not amazing. You can slot 5 Hectacomb instead, of 4 Kinetic Combat. Consider where you place that Superior Critical Strikes proc. It will not activate for the power it is slotted on but will buff critical chance by 50% for the next 3.5 seconds. Burn is not affected (fairly sure but inquire in the Scrapper forums)) but Cleave is usually a good place for it since in an AoE situation your AoE rotation will be Cleave, Fire Sword Circle, Pendulum, Burn (if up), so both FSC and Pendulum will benefit from the critical chance Speaking of I'd lower the defenses further trying to reach around 33% so that a small purple would bring it naturally to 45%. If you aim for that you're going to free a lot of slots including Burn that in it's current watered down form still wants at least two damage procs. Burn is a good place for things like the Gladiatior -res proc, or the new Cupid proc. You definitely want at least one slot minimum dedicated to <KB (and others might even say three slots). I usually choose the Steadfast Protection -KB and pair it with the Steadfast Protection +defense for that itty bitty extra recovery. Gaussian does not have the best bonuses for a resistance armor. Three Adjusted Targetting will bump your E/N a bit more. Combat Jumping barely gets anything out of slotting for defense. You can take the defense slot from there and throw it in Sprint for two Celerity and get a touch more S/L resistances. Fiery Embrace and Fold Space not being maxed for recharge is almost a sin. Fold Space in particular can have its recharge nearly halved from what you have now. Completed with the Force Feedback procs you could/should be able to use it at every spawn instead of the current every 4th group. There is plenty to chew on for now. But if you've been using the build without problems then don't fuss too much because if it works then it works.
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You suck AND swallow!
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omg, you're back. Ahem. Anyway, yes, I've always disliked this. Mind you that I am not a fan either of pure and untarnished heroes. Them having flaws and overcoming them is a better narrative, IMO, than just being naturally so good and perfect. That said it's a difficult line to thread too. And it often becomes repetitive. (Tony Stark&Carol Danvers' drinking problem). And after reading so many alternate superhero stories with original characters where they are problemative (violent, or corrupt) I have yet to find a good hero-but-with-flaws concept that has grabbed me. Heck, even the Punisher (who is not a role model) is 'perfect' in that I don't remember a story where he killed a bad guy only to have later info surfacing showing he was innocent after all. So might as well keep them clean and untarnished since they are aspirational. As was brought up many times the best Superman stories are not the ones he runs around at super speed punching bad guys to the moon but where he is a good person and thanks to his abilities he can reach out further and farther than most to spread that. Longbow as the good guys would please me more, and then have some sort of vigilante group with good intentions but Punisher like behavior. I think Green Lanterns have always been shown to be a power for good. The one bad GL that I remember (I am an avid GL fan but don't know everything) was Sinestro who was cast down the moment his slow decline was revealed.
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...respecced (twice to get all the IOs out), fixed the trays, kept messing with Mids, and respecced again to change one slot.
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Oh, I think the last time I played. Been binging on PoE2, new season of D4, then Thunderspy, and etc, so been a while. I got annoyed at how squishy it was around Yin and it only was a handful of minutes faster than Stone - despite triple PbAoEs - who absolutely cruised through the game.
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I did do a Fire/Fire sentinel and tbh it kinda felt like it was pretty decent in damage output. As usual it depends on having a taunter in the team or mobs will scatter when Burn is used. Solo this should be less interesting now without the Burn activating procs multiple times and it relying on mobs staying there for the duration. I deleted all my builds though as they were conflicting with Mids' updates and been recreating them when there is a need so if you post something I can offer any possible pointers I spot.
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It depends on the name, the costume, and the description. If none of the three are close enough then I don't think a Super Reflexes/Street Justice Tanker will ring any bells as Quicksilver, as they have it on the original post. We'd need the OP to chime in before continuing to assume.
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As said above, it's the keyboard + key.
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You really missed everything I said and went straight to 'Tankers should do 50% of their damage' uh?
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Open the IO window as if to pick the recharge IO, then before choosing it press + five times.
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No worries, and you have good points too. At some points extra slots are not much of use when all important powers have been six slotted. For Beta Decay I'd just put in an end reduction because there isn't much that is of use since E/N is near capped, and S/L is capped.
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The real problem are procs. If we put all ATs playing without 6 procc-ing the attacks then the advantage of Tanks in doing so while relying on their above average defenses is lowered. As it is Brutes need to 'waste' slots in their attacks to raise their survival and cannot do the same six procs approach. Even when they can do the six proc approach it still favors Tankers due to their AoE size. To further adding problems to balancing not *everyone* is six proccing their attacks. The 1% will and post their braggart results and the other 99% will play 'normally' - if I may be excused the term and what is normal anyway? - so nerfs to the AT based on the 1% hurt the 99% and buffs to the 99% further boost the 1% who in turn make more bragging posts further dividing the forum community. Bottom line, procs are the problem as they always were and will continue to be thanks to skewing results. Trying to balance 236 permutations (all the possible primary and secondary permutations Brutes have) will always have that looming ghost. Sadly, and as correctly predicted, the harder content adds another wrinkle where only the 'best' ATs are taken. Pure mythic raiding WoW thing where if something is a few % lower than the best then it's shit and shunned.
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No, to you 😄
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Out of curiosity why are you slotting for accuracy like in Rage? Even removing the ToHit IO from there you'd still be at 96% to hit +3 with the remaining three slots. Unfortunately my Mids doesn't let me see the numbers of procced out attacks But one +3 acc/damage HO + a +5 damage IO are enough to get both acc and damage maxed out. Even just the HO would probably let you remove those slots in Rage and the Kismetic to spread them where you might like. If you're double stacking Rage, which I assume is the way forward since the build is geared for maximum damage rawr, then even that HO and the Kismet are superfluous. Just move the Rage slider to two stacks and check your accuracy. The only thing I'd add is that you're not min maxing your Might of the Tanker ATO. You have it slotted but your S/L resistances are already maxed out without it. E/N I could be slightly lowered as well if you want to game the 13.4% that two stacks will give, but S/L in particular could do with all the slots from Tough removed and spread around. Even so you'd still be at 84% so it could be lowered a bit more still though at 83-84% you can just rely on a single stack and be capped. If you could find a place to stick another two Superior Gauntled Fist you'd get 6% E/N that would recoup the loss from the Adjusted Targeting in Rage and Unbreakable Defense in Tough. The -res in Beta Decay has such a small chance of going off that it is negligible. You could throw in Rad Therapy as an opener before unleashing all AoEs. Less tooltip damage though, but a good opener that will affect all enemies. Unlike in Beta Decay.