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City_of_Jedi

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  • Birthday 01/01/1004

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  1. It was possible in the game's ancient history (for Scrappers, of course). I was hoping someone from the pre-ED days would chime in to talk about this.
  2. In pairing with Kinetics, ideally you'd want to have a blast set with lots of AoE so that you can spread your buffed damage to as many enemies as possible.
  3. Good to know! That's very good news indeed! Yeah, I was wondering about that. The description in the planner is misleading for sure.
  4. Ah...I had not considered that! Thank you both. 😁 What about the placement of the Scrapper ATO's? I took my best guess as to what powers to slot them in, but maybe things could be moved around somehow for better results? I just realized that Combat Jumping can't be used along with Shinobi-Iri, so that's disappointing. I was trying to eek out a bit more defense that way. Melee is under the cap without it. 😕 Divine Avalanche is my only saving grace there. I would love to. But that makes it so ranged is barely above the cap at 45.8%. I wonder if it's worth the tradeoff?
  5. I had wanted to post into this thread but decided against it out of concerns about thread-jacking. I would, however, welcome review from responders in this thread.
  6. Fellow Scrappers! I seek the support of our finest scholars in the following submission! This is a proposed build wherein I am seeking feedback. (Currently level 43 with almost entirely standard IO's). The first issue is Incarnates, because I am mostly clueless about those. I'm curious to know what is conventionally done. My only pick so far is Tsoo Core because apparently they are one of the better ones in terms of DPS, and because it fits the theme. The second issue is Exploding Shuriken. Originally had Frozen Blast in there, but it seemed like overkill, so I switched to Annihilation. Is there a better option? There may be other issues that I am not aware of. It is over the softcap for Ranged, but perhaps this is useful as a bulwark against defense debuffs or tackling Incarnate content. I am not sure if this is useful for that purpose, but I assume that it is. It does not have perma-Hasten, but it appears that it is achievable by having Agility in the Alpha slot. If someone could speak to the issue of Endurance sustainment, that would be welcome, because I do not know what to expect at this level of gameplay. Edit: Please ignore the second slot in Kuji-In Rin. I'll probably move it over to Health or something once I have enough recharge rate to no longer need it! 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! Katana-Nin: Level 50 Natural Scrapper Primary Power Set: Katana Secondary Power Set: Ninjitsu Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Weapon Mastery Hero Profile: Level 1: Sting of the Wasp -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(5), Mk'Bit-Acc/EndRdx/Rchg(7), Mk'Bit-Acc/Dmg/EndRdx/Rchg(13), Mk'Bit-Dam%(37) Level 1: Ninja Reflexes -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(15), LucoftheG-Def/Rchg+(31) Level 2: Flashing Steel -- Obl-Dmg(A), Obl-Acc/Rchg(3), Obl-Dmg/Rchg(5), Obl-Acc/Dmg/Rchg(7), Obl-Acc/Dmg/EndRdx/Rchg(15), Obl-%Dam(37) Level 4: Danger Sense -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(17), LucoftheG-Def/Rchg+(31) Level 6: Shinobi-Iri -- LucoftheG-Def/Rchg+(A) Level 8: Divine Avalanche -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(9), CrsImp-Dmg/Rchg(9), CrsImp-Acc/Dmg/Rchg(11), CrsImp-Acc/Dmg/EndRdx(23), DefBuff-I(39) Level 10: Build Up -- RechRdx-I(A), RechRdx-I(11), GssSynFr--Build%(37) Level 12: Kuji-In Rin -- RechRdx-I(A), RechRdx-I(13) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(40) Level 16: Seishinteki Kyoyo -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(25), EffAdp-EndMod/Acc/Rchg(31), EffAdp-Acc/Rchg(39) Level 18: The Lotus Drops -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(19), SprScrStr-Acc/Dmg/Rchg(19), SprScrStr-Dmg/EndRdx/Rchg(21), SprScrStr-Acc/Dmg/EndRdx/Rchg(23), SprScrStr-Rchg/+Crit(34) Level 20: Kuji-In Sha -- Prv-Heal(A), Prv-Heal/EndRdx(25), Prv-EndRdx/Rchg(40), Prv-Heal/Rchg(40), Prv-Heal/Rchg/EndRdx(42), Prv-Absorb%(43) Level 22: Kick -- Empty(A) Level 24: Tough -- Ags-ResDam(A), Ags-ResDam/Rchg(45), Ags-ResDam/EndRdx(45), Ags-Psi/Status(46), GldArm-3defTpProc(46), UnbGrd-Max HP%(46) Level 26: Soaring Dragon -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(27), Mk'Bit-Dmg/Rchg(27), Mk'Bit-Acc/EndRdx/Rchg(29), Mk'Bit-Acc/Dmg/EndRdx/Rchg(29), Mk'Bit-Dam%(36) Level 28: Bo Ryaku -- StdPrt-ResDam/Def+(A) Level 30: Weave -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def/Rchg+(42), ShlWal-ResDam/Re TP(43) Level 32: Golden Dragonfly -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(33), SprCrtStr-Acc/Dmg/Rchg(33), SprCrtStr-Dmg/EndRdx/Rchg(33), SprCrtStr-Acc/Dmg/EndRdx/Rchg(34), SprCrtStr-Rchg/+50% Crit(34) Level 35: Blinding Powder -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(36), CrcPrs-Acc/Conf/Rchg(36), CrcPrs-Acc/Rchg(39), CrcPrs-Conf/EndRdx(43), CrcPrs-Conf%(45) Level 38: Kuji-In Retsu -- RechRdx-I(A) Level 41: Caltrops -- Rgn-Knock%(A) Level 44: Shuriken -- Acc-I(A) Level 47: Exploding Shuriken -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(48), Ann-Acc/Dmg/Rchg(48), Ann-Acc/Dmg/EndRdx(48), Ann-Acc/Dmg/EndRdx/Rchg(50), Ann-ResDeb%(50) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(17), PrfShf-End%(21) Level 50: Tsoo Core Superior Ally ------------
  7. Throwing my hat into the ring for Ninjitsu. Really liking my Kat/Nin. Shinobi-Iri + Ninja Running is perfect for getting around the city without a traditional travel power. It's super fast, and it has stealth built into it as well. If Willpower is Regen 2.0, then Ninjitsu is Super Reflexes 2.0. Scrapper Ninjitsu is much improved over the Stalker version. In addition to the movement and stealth of Shinobi, you also get an endurance "heal" and passive power that completely patches the Knockback hole. (It's also a good mule for resistance uniques.) Pick up Weapon Mastery and go full Ninja Gaiden. Perfect theme for natural origin.
  8. I like this build. 😎 Thank you for your evaluation. It's seriously appreciated. Edit: I also wanted to acknowledge the other posters in this thread. Your input is valued and valuable. So you have my thanks as well. Ah...good to know! The planner was saying 58.7. I figured it was just a decimal place limitation. So I was off by 0.5%, it looks like. Oops! 😐
  9. Such a lively discussion! 😄 I like the idea of going with Agility. It has several benefits: Perma-hasten. Yay! Ranged defense reaches the Incarnate softcap of 58% All three positions are Incarnate softcapped while Hail of Bullets buff is active Both Stamina AND Enduring are buffed for even moar end recovery And all of these things happen without any slotting changes! Simply swapping out the Alpha slot! Seems like a good trade to me. 😁
  10. Sentinel Sages...answer my call! The fate of the human race is at stake! (Not really. But pretend it is.) @oldskool @drbuzzard @Sunsette (Apologies for leaving anyone out!) The issue that I'm having is that ranged is over the cap, and melee & AoE are under the cap. (It can softcap all three by using Weave.) I threw a lot into defense, and recharge is ever so slightly neglected. There is always room for improvement, I say! But how? 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! DP-SR: Level 50 Technology Sentinel Primary Power Set: Dual Pistols Secondary Power Set: Super Reflexes Power Pool: Flight Power Pool: Speed Power Pool: Fighting Hero Profile: Level 1: Pistols -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(11), Thn-Acc/Dmg/EndRdx(31), Thn-Dmg/EndRdx/Rchg(40) Level 1: Focused Fighting -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(17), LucoftheG-Def/Rchg(25), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def/Rchg+(46) Level 2: Empty Clips -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(3), Ann-Acc/Dmg/Rchg(5), Ann-Acc/Dmg/EndRdx(9), Ann-Acc/Dmg/EndRdx/Rchg(11), Ann-ResDeb%(37) Level 4: Focused Senses -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(15), LucoftheG-Def/Rchg(25), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def/Rchg+(46) Level 6: Suppressive Fire -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(23), Thn-Dmg/EndRdx/Rchg(37) Level 8: Swap Ammo Level 10: Master Brawler -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(39), NmnCnv-Heal/Rchg(40), NmnCnv-Heal/EndRdx/Rchg(40), NmnCnv-Heal(43), NmnCnv-Regen/Rcvry+(43) Level 12: Bullet Rain -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(13), SprSntWar-Acc/Dmg/Rchg(13), SprSntWar-Acc/Dmg/EndRdx(15), SprSntWar-Acc/Dmg/EndRdx/Rchg(23), SprSntWar-Rchg/+Absorb(34) Level 14: Fly -- EndRdx-I(A) Level 16: Enduring -- EndMod-I(A), PrfShf-EndMod(17), PrfShf-End%(31) Level 18: Executioner's Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(19), Thn-Dmg/Rchg(19), Thn-Acc/Dmg/Rchg(21), Thn-Acc/Dmg/EndRdx(36), Thn-Dmg/EndRdx/Rchg(39) Level 20: Agile -- LucoftheG-Def/Rchg+(A) Level 22: Dodge -- LucoftheG-Def/Rchg+(A) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(48) Level 26: Piercing Rounds -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(27), SprOppStr-Acc/Dmg/Rchg(27), SprOppStr-Acc/Dmg/EndRdx(29), SprOppStr-Acc/Dmg/EndRdx/Rchg(29), SprOppStr-Rchg/+Opportunity(37) Level 28: Quickness -- Run-I(A) Level 30: Boxing -- Empty(A) Level 32: Hail of Bullets -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(33), Arm-Dam%(34), FrcFdb-Rechg%(34) Level 35: Evasion -- LucoftheG-Def(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def/Rchg(36), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def/Rchg+(46) Level 38: Elude -- RechRdx-I(A), RechRdx-I(39) Level 41: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(42), UnbGrd-Max HP%(42), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(43), UnbGrd-ResDam/EndRdx/Rchg(48) Level 44: Hover -- Flight-I(A) Level 47: Afterburner -- Flight-I(A) Level 49: Weave -- ShlWal-Def(A), ShlWal-Def/EndRdx(50), ShlWal-ResDam/Re TP(50) Level 1: Sprint -- Clr-Stlth(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), Prv-Absorb%(48), Mrc-Rcvry+(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(21), PrfShf-End%(31) Level 50: Musculature Core Paragon Level 50: Ion Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Barrier Core Epiphany Level 50: Assault Core Embodiment Level 50: Clockwork Core Superior Ally ------------
  11. My advice is to spend time on the forums and try to learn as much as you can [from credible sources.] That's what I did. I devoted years of my life and learned all I could back when the CoH forums were live. It was [and continues to be] the greatest, most supportive, and most empathic community in all of gaming. None of us started out as experts. We all had to learn, had to go through it. But we did so with an underlying, implicit ascent to an idea: that a new hero is born every day, and we want him or her to succeed. When that happens, we all succeed. Obviously Mids Reborn is going to be very helpful for build planning, so you should get that if you haven't already. I think the game rewards careful planning. You need to see the numbers in order to make informed decisions about what to take and how to slot. But you also need some baseline understanding in order recognize what is important. There are some powers that require no slotting because the attribute they provide is very small and not worth trying to enhance. There are other powers require no slotting because the attribute they provide is so high that further enhancing it would be overkill. There are some powers that can be skipped because the attribute they provide does not work well or is not a core attribute to general gameplay. There are other powers that must not be skipped because they are vital to the function of the set. Learning to sort powers into these and various other categories is the beginning of CoH wisdom, but it is not the end. I interpreted your post differently than other responders to mean combinations of different powersets rather than simply proper power selection or adequate slotting. What you will hear from most forum-goers will sound something like this: all combinations are viable, but some are more viable than others. This is a function of the powersets themselves, but also a function of the archetype to which the powerset is attached. There are occasional variations depending upon which archetype is wielding the set. This does not mean that one is "good" and the other is "bad"; only that they differ in trivial, or non-trivial, ways. Some set combinations synergize with each other better than other combinations, although this is orders of magnitude less significant. There is a small but non-zero number of sets that are mathematically inferior to other sets of the same class and are in need of buffs to bring parity in performance with their peers. And rarely, very rarely, there are sets that involve mechanics that thwart the mechanics of other sets with which they are combined to some degree. But this, even this, does not render them unplayable. Simply sub-optimal. Being that this is an MMO, optimization is the name of the game for many. But you must keep in mind that the difference in performance between a competent build and an optimized build is smaller in this game than in many others, as it was ostensibly or rhetorically balanced around the use of single-origin enhancements. If you want to take on the game's toughest content, then yes, you will need to make extensive use of the invention system. But it is perfectly viable, and quite common, to go from one to fifty without any set bonuses whatsoever. Having an understanding of the underlying mechanics is more important than having access to the strongest enhancement types but being unable to leverage them to your best advantage. You will find the rabbit hole goes as deep as you'd care to explore. But you need not explore it alone. We welcome you to Paragon City. A magnificent journey awaits you there.
  12. That was me. 😋 I specifically asked Frostweaver for his help, and he was very gracious in offering his time and expertise. I saw you had no replies and thought I'd give the build a quick look out of the same spirit of generosity. Note, however, that I do not have the same level of expertise. I am not the person to turn to for high-end optimization of IO builds, as this is something I have never manged to accomplish due unrelenting alt-itis. The loss of Flashing Steel is unfortunate but not devastating. You'd want to have that while leveling, obviously. You have Gamma Boost and Particle Shielding to help with that. These are advantages that not every set has. You're looking at 18.16% proc chance for Soaring Dragon and 6.43% for Golden Dragonfly according to the proc calculator (which comes from the PPM list). Doesn't seem worth it to me. As for your other concerns, my advice is to get someone else's advice. I feel it's generally unwise for me to comment outside of my discipline.
  13. Frostweaver would approve, I suspect. It appears to be competently slotted. (I can't comment on Incarnate picks because I have no experience with that). The only thing I can suggest is to put enhancement boosters in Hasten, although I assume the plan was to do that.
  14. I remember trying this on both a Brute and a Stalker when it came out in Issue 6. The stalker was the one that got the farthest, but still not that far. It's difficult to separate the set's performance from Stalker performance in general at the time, but it seemed fairly lackluster, and /Elec was considered to be better, or at the very least more popular (though Stalkers didn't have /Elec at the time). Still, getting cut in half by Rikti-sword-wielding Aberrant Rectors was not fun. (This was before one-shotting was written out of the code). As far as historical information, the only bit of info I can find is that they ditched Conserve Power and replaced it with Energize, which was undoubtedly an upgrade. (Also getting rid of that ridiculous repel power!) I remember Energy Cloak didn't suppress during combat. Is that still true? Basically what I'm trying to get at is... was the set ever brought up to par? In the age of powerset proliferation, is it still inferior to /Elec? Does it still need help? Is there a general consensus around that? Also, this exemplar build for your consideration; accepting feedback. 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! Kinetic-Energy: Level 50 Magic Scrapper Primary Power Set: Kinetic Melee Secondary Power Set: Energy Aura Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Mu Mastery Hero Profile: Level 1: Body Blow -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(5), KntCmb-Dmg/EndRdx/Rchg(7), KntCmb-Knock%(13) Level 1: Kinetic Shield -- ShlWal-Def(A), ShlWal-Def/EndRdx(15), ShlWal-Def/EndRdx/Rchg(23), ShlWal-ResDam/Re TP(50) Level 2: Smashing Blow -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(5), Mk'Bit-Acc/EndRdx/Rchg(7), Mk'Bit-Acc/Dmg/EndRdx/Rchg(13) Level 4: Dampening Field -- StdPrt-ResDam/Def+(A), ImpArm-ResPsi(40), ImpArm-ResDam(43), ImpArm-ResDam/EndRdx(50) Level 6: Power Siphon -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(15), AdjTrg-ToHit/EndRdx/Rchg(36) Level 8: Repulsing Torrent -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(9), PstBls-Dmg/Rng(9), PstBls-Acc/Dmg/EndRdx(11), PstBls-Dam%(11), SuddAcc--KB/+KD(25) Level 10: Entropic Aura -- EndRdx-I(A) Level 12: Power Shield -- Rct-ResDam%(A), Rct-Def(17), Rct-Def/EndRdx(23) Level 14: Super Speed -- Run-I(A) Level 16: Energy Protection -- Ags-Psi/Status(A), ImpArm-ResPsi(40), ImpArm-ResDam(46), ImpArm-ResDam/EndRdx(50) Level 18: Burst -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(19), Arm-Acc/Rchg(19), Arm-Dmg/EndRdx(21), Arm-Dam%(25), FuroftheG-ResDeb%(37) Level 20: Energy Cloak -- LucoftheG-Def/Rchg+(A) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(39) Level 24: Kick -- Empty(A) Level 26: Focused Burst -- Apc-Dmg(A), Apc-Dmg/Rchg(27), Apc-Acc/Dmg/Rchg(27), Apc-Acc/Rchg(29), Apc-Dmg/EndRdx(31), Apc-Dam%(37) Level 28: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(29), Prv-Heal/Rchg(31), Prv-EndRdx/Rchg(31), Prv-Heal/Rchg/EndRdx(34), Prv-Absorb%(37) Level 30: Tough -- GldArm-3defTpProc(A), ImpArm-ResPsi(39), ImpArm-ResDam(39), ImpArm-ResDam/EndRdx(40) Level 32: Concentrated Strike -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(33), SprScrStr-Acc/Dmg/Rchg(33), SprScrStr-Dmg/EndRdx/Rchg(33), SprScrStr-Acc/Dmg/EndRdx/Rchg(34), SprScrStr-Rchg/+Crit(34) Level 35: Energy Drain -- EffAdp-EndMod/Rchg(A), PrfShf-EndMod/Rchg(36), EffAdp-EndMod/Acc/Rchg(36) Level 38: Overload -- LucoftheG-Def/Rchg+(A) Level 41: Mu Bolts -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(42), Thn-Dmg/Rchg(42), Thn-Acc/Dmg/Rchg(42), Thn-Acc/Dmg/EndRdx(43), Thn-Dmg/EndRdx/Rchg(43) Level 44: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(46), Rgn-Knock%(46) Level 47: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(48), RedFrt-Def/EndRdx(48) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(48) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(17), EndMod-I(21) ------------
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