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venetiasilver

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Everything posted by venetiasilver

  1. I figured that was right, it seemed to work better spamming hack into disembowel than backwards.
  2. Currently I have a BS/SR Scrapper who has it slotted into Head splitter.
  3. Since the cross of Jedi was a Sci Fi Samurai it can be interesting to figure out. Regen would work for lore of a Jedi since most of them get limbs cut off on a frequent basis. So they take hits. However I'd say for Theme. Electric Armor. Speed / Resistance / Regeneration. Decent combination.
  4. Now further details, say the Red Text Happens [Critical Strikes] over the character head (Which I think needs a better UI element to show when your buff window is) How much time is eaten up by Disembowel vs Hack? And does it matter which order of the powers?
  5. Given the nature of Activation Times, I'm curious as to how many attacks you can fit into the Crit ATO timer window of 3.75 Seconds. And if this set were to get a buff what power needs a faster activation time buff?
  6. I tend to stay away from DFB's a lot. My general play goes: Do I want the Isolator Badge? If no straight to AP. Then I have 4 routes afterwards. First Step: Turn on Bosses, 2nd Talk to one of the Origin contacts, or street sweep till level 5 to get to the Hollows. But overall I like this archetype, I've just had a hard time learning the pathological build planning to make the 1 to 20 experience smoother.
  7. They do like doing poses though. Practiced Brawler is a total Power Ranger move.
  8. Courtesy of @Icesphere Scrapper (Martial Arts - Super Reflexes).mbd
  9. Both AT's work well for it, but I would say the mini crit damage from TF/ET seems aggravating, but I recognize they put the majority of the damage front loaded.
  10. For a total passive based armor set I'd rather pick invuln, I like the idea of "Active Tools" in an armor set.
  11. So far I've done a lot of early game playtesting to feel out different primaries and secondaries. And I've kind of come to a decent 1 to 15 Advice. For a Leveling build, I think by Level 15 you should have 2 Attacks 6 Slotted. Yes its overkill, but I see it similar to how masterminds 6 slot their pets immediately. If you have the influence for Panacea Proc and Performance Shifter Proc; I think the recommendation would be 1 Acc / 1 End / 2 Recharge / 2 Damage. So if you're a Broad Sword scrapper, Slash and Hack should be performing very clean and clear at this point. I've tried the split offense / defense slotting and it just feedbacks to feeling like everything takes longer to kill.
  12. I know the mythological rework to Regen is 2039 It's just sad to see such a binary set.
  13. It hurts. I just like how its one toggle and buttons but if you don't have the buttons you dead.
  14. "Plays STJ / Regen Scrap" Decent Sets in... "This is going fine. I'm level 34 doing okay damage" Proceed to do missions. "Paragon Protector shows up its purple, Energy Melee" "Deletes me"
  15. MA/SR is almost too classic to pass up
  16. King of the Hill: Propane, and Propain Accesories.
  17. That Old School hero planner looks so fascinating.
  18. For the overall purpose I see, is that there's some kind of element to Regeneration that both works way to well and not so well at the same time. This is more of a "Top Down" type system. Where 96% of the game is diving into packs of enemies, let's just say 16 Enemies. 2 Bosses / 4 Lieutenants / 10 Minions. Most armor sets get stronger when you dive into this pack. Invuln / Energy Aura / and many more. They all augment your stats to survive this sudden threat level. 3 of these sets do not from memory. SR / Ninjitsu / Regeneration. 2 of these have a sustain option; Nin and Regen. As I read the Arcanaville breakdown she did in 2006. Defense sets are strong in the first 30 seconds and have longevity problems, resist sets are stable from 1 minute to 3 minutes. However Regeneration is just several layers of damage recovery that have to play layered together. Since the MoG change after 2006 its basically the most safe option to "Wait" Jump in with MoG then clean up the boss duels with Instant Healing almost being too strong for the duel. This begs the question is if in the 2% of the game you're fighting AV's is if Regeneration is the best duel armor against them. Since they have a predictable DPS flow you can eclipse?
  19. The more pressing question is, what is the correct adjective for Regeneration? Flawed, Good, Great, Awful? How can we ascertain its true description?
  20. In the original 5 AT's Scrapper's Journey was this "Underdog" training arc. Much Solo, Very Time Chamber.
  21. Repost: I7 scrapper secondary comparisons - City of Heroes Forums
  22. The large portion is that the ATO was handled poorly in my opinion. Too much of the Archetype's power budget is put into that. If some of the power was put into the base character at creation no enhancements needed just a general way to manipulate your own crits out of the box.
  23. I generally think it should be in Build Up.
  24. The functional part is First Impressions. Level 1 to 6 when say a brand new player will be hitting mobs, on the Brute they'll be deceived long term by how much more HP mobs are gaining. On a Scrapper they'll feel things are sluggish with some spice on the crits on Lieutenants every now and then.
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