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venetiasilver

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Everything posted by venetiasilver

  1. Mostly this is my main dilemma with the Scrapper Archetype despite making MANY scrappers. The level 1 to 20 experience is strongest with Brutes because the HP per mob at that level isn't well designed to handle how much Brutes output during that phase of the game. Roughly at 25 is when all Brutes start to feel that the HP per mob is climbing higher than their base fury has the gas to kill, especially if you're playing a mono damage type that gets resisted like playing Katana and hitting the Sky Raider Jump Bots. As I've absorbed from play and have had introspection on it, Scrappers feel like the full underdog archetype much the same as Controllers where we both start off feeling worse than most other AT's, then as the level scales hit and our kits complete over time we radically shift momentum. The main roadblock is that its squeezing Juice out of a coconut with your bare hands, You want that juice but its so far away. Mostly from a design point I know the ATO was from the Paragon Studios era and it was a hasty hotfix that now proposes a major issue that it holds so much power of the AT in its hands. In a way if it was just a Defense Bonus Proc and Scrapper Build ups were where the Crit boosts were then it would be more accessible, For 10 Seconds a 40% crit boost. On a reliable timer that anyone can use, and would free up rotations and be less stringent on global recharge timers.
  2. Given the anecdotal history, when they merged all the archetypes together. It was discovered that Brutes did more damage than Scrappers and had more HP. This was addressed but has made an issue; Scrappers power budget is roughly 90% put in the Archetype Origin enhancement for the critical strikes proc, and even with this it has a chance to fail. This compounds worse when you pick a new melee damage character, and if you're playing solo. Brutes will always get Level 1 to 20 faster by sheer factor that the fury mechanic pushes their native damage up so well, meanwhile Scrappers flat damage scale can only perform expected results. One Thunder Kick from a Scrapper will always do X damage, meanwhile Brute will do X+150% damage which is basically a crit and a half when they are at 75% fury which is rather easy to maintain in most scenarios. I understand at high end buffing scrappers pushes them too much, however the early game slog means not many would want to play them. How would you address this?
  3. Yeah the Ice blocks can be colored well
  4. The Knockback Tax to me just isn't worth it on Energy Blast, it's base damage already is split between energy / smashing, so either one part of it gets resisted or the other one does. So I tend to focus on Secondaries to pair with Energy that don't require enemies near me to do anything. Ice / Atomic would be a great feeling for ya. things slow down to stay in the Beta Decay Field, Positron Cell + Freeze Ray Holds bosses as early as level 8. Metabolic Acceleration would help your Single Target DPS a lot since its a flat 20% Recharge Bonus. And its thematic "Nuclear Winter" kind of thing.
  5. Survivable Blasting Primaries my top 3 1. Ice (Freeze Ray is very good at dealing with lieutenants and stacks with other holds on bosses) 2. Energy (Freem Energy torrent is the most fun cone in the game for ranged attacks) 3. Assault Rifle (Knockback and Beanbag is useful on lieutenants and can stack with other disorients on bosses) If picking Ice / Atomic's Control Factors would do well with Positron Cell stacking with the freeze rays. If picking Energy / Atomic's Recharge just means you get to knock things more often, but you won't get extra "Blappery recharge" from Beta Decay since your pushing things away from you negating that recharge bonus. If picking Assault Rifle / Atomic wouldn't be too terrible but it'd be a long ways to Positronic Fist for the Mag Stacking on Beanbag to disorient.
  6. The function I wanted to go for, mostly +1 / +2 Soloing Hover "Tanking" so to speak, but the key aspects was getting to play more of a controller style blaster with the key elements of; 1. Bean Bag / Throw Sand Synergy (Good Disorient values with Control Core upping the magnitude in clutch moments) 2. EM Pulse is more of the true Panic Button: Click things go Wobbly, I run for a bit 3. I see Assault Rifle as a good toolkit, less about damage just solid buttons to press and 35% of the time there's a knockback component. 4. I know its not going to be an AV / GM killer but it's going to be able to handle a mixture of Spawn Mobs fairly well. 5. The Freedom to not pick tough and weave enabled more creativity with the Epic Pools cause Shocking Bolt is decent for holding tricky lieutenants.
  7. Idea for this build was to utilize Assault Rifles mixed levels of control (Beanbag and Knockbacks) and Martial Combats mobility and AoE Stun for fun moments of wailing bullets on lots of wobbly foes. This Hero build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Technology Blaster Primary Power Set: Assault Rifle Secondary Power Set: Martial Combat Power Pool: Speed Power Pool: Flight Power Pool: Leadership Ancillary Pool: Electrical Mastery Hero Profile: Level 1: Burst -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7) Level 1: Ki Push -- Acc-I(A) Level 2: Slug -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(7), SprBlsWrt-Acc/Dmg/Rchg(9), SprBlsWrt-Acc/Dmg/EndRdx(9), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(11), SprBlsWrt-Rchg/Dmg%(11) Level 4: Reach for the Limit Level 6: M30 Grenade -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(13), PstBls-Dmg/Rchg(13), PstBls-Dmg/Rng(15), PstBls-Acc/Dmg/EndRdx(15), PstBls-Dam%(31) Level 8: Beanbag -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(34), Stp-Acc/EndRdx(40), Stp-Stun/Rng(40), Stp-Acc/Stun/Rchg(43), Stp-KB%(43) Level 10: Buckshot -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(17), Bmbdmt-Dam/Rech(17), Bmbdmt-Acc/Dam/Rech(19), Bmbdmt-Acc/Dam/Rech/End(19), Bmbdmt-+FireDmg(21) Level 12: Sniper Rifle -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(21), StnoftheM-Acc/ActRdx/Rng(25), StnoftheM-Dmg/ActRdx/Rchg(25), StnoftheM-Dam%(31) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 16: Burst of Speed -- Tim&SpcMn-Stlth(A) Level 18: Flamethrower -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(34), Bmbdmt-Dam/Rech(34), Bmbdmt-Acc/Dam/Rech(37), Bmbdmt-+FireDmg(37), Ann-ResDeb%(40) Level 20: Reaction Time -- Prv-Heal(A), Prv-Heal/EndRdx(43), Prv-EndRdx/Rchg(46), Prv-Heal/Rchg(46), Prv-Heal/Rchg/EndRdx(47), Prv-Absorb%(47) Level 22: Hover -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(23), BlsoftheZ-ResKB(23) Level 24: Fly -- WntGif-ResSlow(A) Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(27), ShlWal-Def(27), ShlWal-Def/EndRdx(29) Level 28: Inner Will -- RechRdx-I(A), RechRdx-I(29) Level 30: Assault -- EndRdx-I(A) Level 32: Full Auto -- Rgn-Dmg(A), Rgn-Dmg/Rchg(33), Rgn-Acc/Dmg/Rchg(33), Rgn-Acc/Rchg(33), Rgn-Dmg/EndRdx(48), Bmbdmt-+FireDmg(48) Level 35: Throw Sand -- Stp-Acc/Stun/Rchg(A), Stp-EndRdx/Stun(36), Stp-Acc/EndRdx(36), Stp-Stun/Rng(36), Stp-KB%(37) Level 38: Shocking Bolt -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(39), BslGaz-EndRdx/Rchg/Hold(39), BslGaz-Acc/EndRdx/Rchg/Hold(39) Level 41: Charged Armor -- StdPrt-ResDam/Def+(A), Ags-ResDam(42), Ags-ResDam/EndRdx(42), Ags-Psi/Status(42) Level 44: EM Pulse -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(45), AbsAmz-Acc/Stun/Rchg(45), AbsAmz-Acc/Rchg(45), AbsAmz-EndRdx/Stun(46) Level 47: Tactics -- RctRtc-Pcptn(A) Level 49: Eagles Claw -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/Rchg(49), SprBlsCol-Dmg/EndRdx(49) Level 1: Defiance Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Flight-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Health -- Pnc-Heal/+End(A) Level 2: Stamina -- PrfShf-End%(A) Level 49: Quick Form Level 50: Spiritual Core Paragon Level 50: Cryonic Radial Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Control Core Embodiment Level 50: Clarion Radial Epiphany ------------ ------------ Holly Short.mxd
  8. Half tempted to say "Bodies - Drowning Pool" fits well to Scrapperlocking.
  9. Since you had the Martial Artist on Live, Back in the Day. I'd wonder what a Ms. Liberty stylized Scrapper Would be like. Martial Arts + Invulnerability. Mu Mastery (For the Lightning Ms. Liberty possesses) With your deeper understanding of how it works. I wouldn't mind your expertise of making a build for it.
  10. I'd Say Scrappers need a Debuff instead of a Taunt. Take for instance. Claws Primary, Rending Claw, 20 Ft. Range 1 Minute CD. Utilizing Your Nimble Nature you rend the targets Resistance and Recharge Time by 15% for 20 Seconds Or Broad Sword Primary, Rending Sword Utilizing Expert Swordsmanship, you Disarm the Enemy reducing Damage by 20% for 20 Seconds
  11. The description states in Aggro Type: Enemies Will Not Notice this attack. Repeated Testing proves it has a Taunt to the target chosen; that is fine. The issue lies in the responses of other enemies. In the Hollows on the "Defeat all Outcasts in base" chain of Lt. Wincott's arc. The major thing I was using was Teleport foe to cull the number of enemies nearby. But the issue of targets responses came up. You can teleport only minions and Equal Level Lieutenant's sometimes. So when you Teleport a minion away from their Squad Mates, they will respond if the target is "Linked to or equally adjacent" to the attack. Either the Text needs to be updated to "Will Aggro Adjacent enemies" to reflect the true results of the Attack. Or the Teleport Foe needs to be adjusted to not alerting nearby Enemies to your strategy.
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