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Hopeling

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Everything posted by Hopeling

  1. I like Intuition over Musculature for water. I'm extrapolating from my blaster here, but the same things should apply. You get slightly less bonus damage, but also +range, which is lovely for Steam Spray and for sentinels in general.
  2. Even with inf turned off, you still get salvage, recipes, and merits. These can easily make millions on the market.
  3. I've heard that Staff is best on Stalkers, for what that's worth. Also, who says that TW/Bio is better on a brute? A TW/Bio scrapper holds the record for pylon time right now.
  4. -regen and -res are hard to find in significant amounts outside of support ATs, especially together. Maximum personal DPS is generally not found in the same character as major force multipliers. But depending on how you are willing to trade off those 3 things, here are a few options: A /Sonic defender with your favorite primary for -regen. Thanks to Defender debuff modifiers, you'll actually do more damage than a Sonic/ corruptor, while also being a powerful force multiplier for anyone attacking the same target. A Sonic/Mental blaster. Worse debuffs, but more personal DPS. Drain Psyche gives a beefy regen debuff. A Beam Rifle sentinel. You get -25% res via Opportunity, a decent chunk of -regen from Disintegrate and Single Shot, and decent personal DPS. A Bots/Traps MM. Plenty of DPS, strong - regen, and decent -res. You can also get -regen from a Longbow Cataphract lore pet, although that's only up for 5 minutes every 15. For the specific goal of a minimal Hami raid, I'm sure a well-selected team would help, but I'm not at all sure what the best setup is. It would depend on the rest of your team though.
  5. Hurdle only enhances jump height by 166% base, which isn't very much considering that base jump height is a measly 4 feet. For comparison, Ninja Run gives +695% and Super Jump gives +2780%. A Jump SO in Hurdle will only increase your jump height by about 2 feet. Open up your combat attributes window and check your jump height stat before and after slotting. There should be a difference. If it's having literally zero effect, that's a bug.
  6. Jump enhancements should already affect jump height. They did last time I checked, which admittedly was before shutdown, but I don't know of any reason it would have changed. Are you looking in power info or combat attributes and seeing zero change, or just gauging by which walls you can/can't get over?
  7. I would say that, if your analysis is missing something, it's that the other sets with bad ST damage make up for it with strong AoE damage (Assault Rifle, Water Blast) and/or other utility (Water Blast has slows and guaranteed AoE knockdown and a heal; Dark Blast has a heal and -tohit and a hold). Energy Blast is, if anything, even worse at AoE than it is at ST. It's OK for a set to be bottom-of-the-barrel at something, but not at everything. If Energy/ were at least the king of soft control, then maaaaaybe this would be justifiable - but the only guaranteed knock powers are Power Push and Nova, the rest have a 60% chance or less! Water Blast is better at knocking down crowds than Energy is!
  8. It's a -9999% damage debuff, so yes, it floors you to 10% of base damage during the crash no matter what other buffs you have. But even for brutes and tankers, doing essentially no damage for 10 seconds every 120 isn't SO harsh a penalty that Rage stops being enormously beneficial. For scrappers, if the power is just ported over directly, it would be dramatically more beneficial than that, because of the AT scaling involved. That's why I keep saying that, however good it is for brutes, it's much better than that for scrappers, in just the same way that Blinding Feint is, only more so.
  9. Every attuned IO is the same. It doesn't matter what it was before you attuned it, nor does it matter what level you are when you attune it. At the end, it's just an attuned version of that IO, and there's only the one attuned version. It will give enhancement values as if it were a crafted IO of your character level, unless the set caps out below that. For example, an attuned set of Kinetic Combat on a level 50 character will still only provide the enhancement values of a level 35 IO, because Kinetic Combat caps at 35.
  10. +1, Sunsette. Energy Blast could use a buff for other ATs too, frankly. Its damage isn't exciting for anybody, the secondary effect is actively unhelpful in a pretty good fraction of situations (and since literally every power is a knock, it gets a bit redundant), and Power Push is hot garbage for non-sentinels. Just buffing the numbers would certainly work. I've sometimes thought about giving the set some kind of special mechanic based on knockback, like giving a self damage buff or reduced smash/energy resist to the target when a knock effect triggers.
  11. It's an anomaly in that it has a resist component in one of its powers (11.25% base in Deflection). /EA has a couple percent less from Dampening Field. /Ice and /Nin and /SR have none, so the same setup will get them to about 55% (plus the scaling resist IO, and /SR's own scaling resists). In other words, even a pure defense set can now have more S/L resist than /WP did before i24, which was enough resistance to consider it one of its defining features.
  12. Out of an /Elec and a /Shield built for durability, which one is tougher? The one with higher resists, right? Which means /Elec? But this is a trick question. Both have capped S/L resist, and /Elec might have softcapped S/L defense, but the /Shield is softcapped to everything, and can have 95% DDR by stacking AD with Membranes. Does higher elemental resistance make you more or less durable than near-immunity to defense debuffs? I'd vote less, but it kind of depends on the situation; there's not an obvious winner overall. "Resist sets can add defense, but defense sets can't add resist" is i23 thinking. It's not too hard to add ~30% S/L resist from IOs: 6% from the Scrapper's Strike 6pc, 5% from the pvp unique, 3% from the scaling resist unique gets you 14% before you even start counting regular sets. It's not as easy as building defense, sure, but it's substantial.
  13. Yes, and an endurance cost, but those aren't large enough to make a scrapper running around with permanent +200% damage balanced. (Also, scrappers can take Shadow Meld, which would be really good for mitigating the defense crash.)
  14. "During Rage" is all the time. Scrapper attacks don't taunt; a -def debuff is far less fatal in a team setting than for Brutes or Tankers.
  15. Trading RttC for Recon is fine; it works better for hit-and-run play. Losing Quick Recovery is a bummer. I'd much rather give up Resurgence or Strength of Will.
  16. I think this overstates the case. Both do have the same resist/defense numbers and the same resist cap, sure. They have the same HP cap, but that's only really relevant for /Inv, /Ice, /Regen, and kind of for /Shield and /EA during their t9s. Reaching the cap is hard or impossible for other sets, so in most cases, stalkers have less HP. Stalkers are absolutely the king of controlled crits, and in a team they have the highest crit rate overall. But scrappers do more base damage, so a large part of this just goes to catching up. And if we're counting ATOs, the scrapper has pretty great ones too. Numerically: with a 34% crit rate and 1.0 damage scale, stalkers have effectively a 1.34 damage scale, but only when you're on a team of 8 and they're all nearby. With a 16% crit rate from the Scrapper's Strike ATO and a 1.125 damage scale, scrappers are at 1.305, even solo. And while the Stalker's Guile proc provides a lot of extra crits, so does the Critical Strikes proc. Stalkers get different versions of powersets, and this is sometimes great but sometimes not. Elec/ and /Ice make out like bandits in the port, but DB/ and /WP much less so because they lose key powers. Losing taunt auras can also be frustrating for soloing. And anyway, in this game, "better at everything except AoE damage" is a bit like saying that a car is "better at everything except transportation". AoE damage dominates the meta; for most things in the game, being pretty good at ST and AoE is more useful than being really good at ST and bad at AoE. I think post-i24 stalkers are pretty great and very competitive overall, and certain stalker combinations really shine. But they also have quite a lot of tradeoffs, and some sets that do great on scrappers are much worse for stalkers.
  17. /Fire is a solid set for general use. It's the classic "offense is the best defense" secondary. Blazing Aura, Burn, and Fiery Embrace are still good powers outside of a farming map. Katana and Dark Melee should both pair well. It tends to work better on a brute, for the resist cap and so enemies won't run from Burn, but it's hardly bad if you really want to play a scrapper.
  18. Hovering at 70 fury when fighting only 2-5 guys sounds about right. In a huge crowd, you'll get to more like 80-90, but that's basically one extra red inspiration. It's not transformative.
  19. Absolutely, haha. It compares the Defender's inherent and powersets against the Sentinel's naked damage scale. I mean, I think Sentinels are a bit undertuned, but not that much. It's not obvious from looking at numbers in Mids, but on a single target, sentinel damage is on par with scrappers, including crits. The damage scale is only 0.95, sure - but then you've got -25% resist from Opportunity, which effectively brings it up to 1.1875, slightly above the scrapper's 1.125. Offensive Opportunity's ~10% bonus damage matches the extra damage from crits. Opportunity doesn't have 100% uptime, but it's pretty high, and unlike the scrapper, -res boosts everyone's damage. But since Opportunity is an ST debuff and the Offensive proc is only applied to one target even for AoE powers, that math is way worse outside of AV fights. If that was tweaked a bit - say, your t1 or t2 apply -20% res on every use during Opportunity - then the inherent would feel more useful, the AT would be more competitive, and there would be a clear answer to "what is the Sentinel's role on a team?": target selection. "Target through the Sentinel" would be a useful team strategy that makes you do more damage. And since you're only debuffing one target at a time, it doesn't step on the toes of support sets too much.
  20. I mean, I'm not getting 100 endurance on every use or anything, but it almost always pays for itself, and double and triple procs seem to be pretty common when I'm surrounded. Occasionally I've gone from half to full. Radiation Siphon has a 10s recharge and a 2.23s activation, and the Theft of Essence proc is 3.5 PPM. With a 10ft radius, its Areafactor is 1+0.75*0.15*10=2.125, so with no recharge slotting, the proc chance per target should be (10+2.23)(3.5/60)/2.125=34%. If you slot it to bring the recharge down to 6s, that's (6+2.23)(3.5/60)/2.125=23%. These are per target, so with 10+ targets, multiple procs should be the norm.
  21. You can't find it in the archives because /Atomic never made it to live. I don't see any reason it should be bad though.
  22. It's an ST melee attack, which heals if the target is contaminated. Sure, okay. All tanker ST attacks are listed as AoEs due to Gauntlet, sure, okay. Target cap is 5, radius depends on the power. But Radiation Siphon is a 10-foot-radius, 16-target (???) AoE. I put Theft of Essence in it and it singlehandedly solved my endurance problems because it procs multiple times on every use. Does it taunt 16 targets? Is the siphon effect somehow hitting other enemies?
  23. It's fine, but its main perk is endurance, which /Ice probably already has handled. Unless you really want laser eyes, you'd probably get more mileage out of something else. Ice Storm is fun if you want to stick to theme. Soul Mastery is good for single-target damage with Gloom. Mu has the best AoE with Ball Lightning and Chain Fences.
  24. OK, so the Gamma Boost entry says that it gives a bonus of (105-hp%) to regeneration... AND to recovery? Am I reading that right? Because that's the opposite of how the recovery scaling should go, no?
  25. I took the question to be about an early low-budget IO build, rather than "should my /fire scrapper take Tough or Maneuvers at level 22?" I agree that for the latter, Tough will give better results.
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