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Oysterhead

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Everything posted by Oysterhead

  1. That looks very good. I couldn't see a ton to change on it without really dropping your S/L resist, which is then against your goal. That said, if you are willing to drop it 3.5%, and lose 15% movement speed, to gain some recharge and perception (since you do not have focused accuracy or tactics, I imagine blind is yellows only), there are the very minor changes I'd make: Drop the performance shifter end mod slots from Superior Conditioning and Physical Perfection, they are doing nothing for your actual recovery (gives +2 end which isn't bad, but I imagine you're doing well on endurance), its just the set bonus (which is very much a personal preference thing. I'd imagine with Savage Leap and Shield Charge you're pretty good for getting around though) Move one of those slots to Battle Agility. Remove a slot from Hide, and remove both Reactive Defenses pieces from Hide. 6 slot reactive defenses, which gets you 8.75% recharge 6 piece bonus, a bit better than the LotG was, but drops from 3.75 S/L to 1.5, but you get some Fire/Cold, more HP and an endurance discount. Now move the freed up LotG +recharge to hide. Then add a slot to Build Up, put Rectified Reticle: Increased Perception. Should let you keep fighting through a single blind. Still 1 slot available after this, I'd probably say throw it into stamina and put a third Power Transfer: Chance to Heal? That's all very minor though, and exactly as you have it seems fine. I'd likely still recommend at minimum dropping the End Mod Pref Shifter out of Physical Perfection and putting it as a Power Transfer Heal in Stamina.
  2. Sounds like a great build! If you can make it fit and have not already done so, putting a Power Transfer: Chance to Heal into Stamina (and physical perfection if you went the Energy Mastery route, or physicial perfection & superior conditioning if you went Body Mastery!) translates to a nice boost of additional "regen" on soft capped builds. I think they end up being even stronger on stalkers because the heal is a fair larger portion of your HP pool.
  3. On #2, JayboH is correct. If you want to see a lot more details in mids, always check out Window->Data View, rather than just the Effects tab which is a summary. For Flash Arrow the full data is (and this is what should match in game): A lot going on in here! The bottom 3 are for PvP, effect is reduced against players. The top three are in PvE. Perception hit, then a -5.63% ToHit debuff that is resistible, and then a -5.63% debuff that is not resistible! They both enhance though, against +4s you end up with essentially the unresistible portion and a tiny bit of the other half. Which is actually really good, because tohit debuffs suffer normally in +4 situations, and Flash Arrow is still rather effective.
  4. I looked at that too, but Eye of the Storm is only a 40% chance to KD, vs some other powers that are 100%. Serprent's Reach is 80%, Sky Splitter is 100%. Vs Claws, where Shockwave and Focus are both 100%. Though Eye of the Storm is a lot easier to use than adjusting to aim shockwave over and over.
  5. To be clear, there is no piercing damage, piercing resistance or piercing defense. Piercing is lethal. Lethal is perhaps the most common damage type in the game. So there's no risk of changing this one damage aura to cold causing any imbalance 😃
  6. Do you mean the perma flat bonus to crit chance (Scrapper's Strike), or the +50% chance to crit one (Critical Strikes)? Scrapper's Strike flat bonus is a global effect, not a proc, so it'll work all the time regardless of what power it is in, so a damage aura works out fine. I personally wouldn't put the +50% chance in a damage aura, as I like to have control over when it goes off (put it in a weaker attack that is right before a strong attack in your normal chain, typically). Damage Aura's are a good place for Tanker ATO's as well, either one honestly. Either it'll ensure you get a steady absorb, or steadily get the +res bonus. I usually do the absorb in a damage aura if it exists, and resist in my T1 attack.
  7. You mention KD and then Ice Armor, are you thinking Ice patch? A reminder Ice Patch is in Ice Melee, not Ice Armor. I don't see any way to cause knockback in Ice Armor. Ice Melee is almost certainly the most consistent knockdown with Ice Patch. With basic self single recharge slotting ~150 global recharge its possible to have 3 ice patches out at once, though that also drops three attacks from your chain. You can slot purple knockdown chance into Frozen Aura (Ice Melee's footstomp) to have another reasonably consistent source. Claws is good with KB, Shockwave with KB->KD can be up usually every 2-3rd attack to keep a lot of things on their backs, and then Focus with single target as well.
  8. You mean the Numina's +regen/+recovery unique? I don't think there's anything that would 'go off' for that, it isn't a chance for XX, its just flat +regen and +recovery. It's 20% regen and 10% recovery, always on so long as it is slotted. If you were expecting a spike of endurance like performance shifter, or +hit points like panacea, you won't see that with the numina's power.
  9. A nod in MA's favor for its AoE is that its PBAoE will take a Force Feedback +recharge proc, so you can have it refreshing very fast. If you haven't seen them, Sovera has what he calls his Brunker builds, which are tankers that play more like scrappers, and his current guide (it rotates) is for Fire/MA. I played it through to 50 and it was a lot of fun, MA is a fast set that feels great to play, and Fire armor fixes the lack of area damage in a big way. Doesn't directly translate to Scrappers, and Fire Armor isn't as impressive on Scrapper (no taunt aura makes burn annoying to use), but here's the link!
  10. Are you reading that correctly? I believe that spreadsheet and the data is enemy resistance to damage that players do, not the damage the enemy types do.
  11. I know I'm responding to something from a few months ago, but curious what you mean by 'solo buffing' here? The Ice Shields (and shields from all the other shield sets) are no longer single target buffs, they hit everyone in a substantial range of the primary target when used. One click and you can hit an entire league. Unless you meant something else by solo buffing? Frostwork, definitely a single target buff skill still.
  12. Hmm, depends? DB is very good on stalkers, but mostly only if you ignore most of what makes DB unique. Stalker DB plays best (highest damage) by ignoring the combo system entirely and rotating in its very fast animating assassin's stab (there are more threads on this on the stalker forums). If you want a more intended DB experience with all combos, Scrapper. Or honestly Tanker. Tanker does very well with DB now because it has so many area attacks and tanker does those better.
  13. Fusion also makes contaminate 100% during its duration. Including Irradiated Ground. Hit that and everything has it, great way to ensure extra damage and also to setup for Radiation Siphon if you need the heal. If a brute is on the team and there are no tanks, people will expect you to be on the front line and taking hits. That said, no one ever seems to expect brutes to actually have taunt. So personal preference for you. A lot of tankers skip it even, though they have a much easier time with aggro in general thanks to gauntlet. Evolving Armor, Genetic Contamination and Irradiated Ground will do a lot for keeping stuff glued to you, so taunt's primary value would be forcing ranged things into melee (taunt has a -range effect!) Yes, and with how the procs work in it, this is where a lot of the power for RadMelee exists. Put 5 procs in it (I think 5 is all that exist to go in it, but if you can put 6, put 6), they will go off far more than you would expect and do just silly amounts of damage. Usually safe to stick with Offensive? However it does lower your resists. Switch if you're in a spot where you are taking a lot of damage and think defensive would help, or if you are running low on end, go to efficient. Offensive will be your default, though the damage bonus is less impressive on brutes than other ATs just with how fury works. Efficient is a pretty decent all around stance too because it adds a lot of regen as well as recovery, which can make you tankier through regen and more offensive through recovery. This build with two damage auras might actually stress Bio's recovery. If you want a proc bomb power, this can be that easily. You can slot it for heal and recovery, but it does pretty well base, so I usually 6 slot it with something like 3 piece eradication including the damage proc, and then 3 other damage procs for 4 total. You could go for more easily, and switch which set you 3 or 2 piece depending on needed set bonuses. I have no specific comments on slotting for other powers! Your approach sounds correct though, you really need to slot attacks and armors for the set bonuses you need. Get all the uniques and then chase either def caps or regen to preference.
  14. Do you have Parasitic Aura active when looking at totals? And/or set at a number of targets in the Info window? Parasitic Aura adds massive regen per target hit so that is likely it. Also DNA Siphon adds regen per target hit, so you'd need to a set a target number on that, though its a smaller effect per.
  15. From the various 'real world scenario testing' threads (going through missions with a variety of enemies to test both single and area damage) claw is neck and neck for the highest damage primary for scrappers. It animates so fast and recharges so fast, you can cycle your best attacks and put out huge numbers, which also means you can potentially skip evicerate as you won't even have time to use it and its low damage for the animation time. Single Target chain with proper recharge is Follow Up->Focus->Slash->Repeat. Follow Up just keeps stacking +damage, Focus is your top damage attack. Area is Spin->Shockwave->Follow Up->Repeat. Also gives you flexibility in that you don't need to grab range attacks for your epic pool, as Focus and Shockwave are ranged attacks and always up.
  16. I both Koopak and Riverdusk's posts have hit on the most important difference, which is the feel, experience and taste for the animations/sound of them 😃 Katana's animations are very well done, they flow together nicely and have an appropriate, efficiency of movement style that seems like what a real katana user would do. That also means its a bit more subtle and subdued compared to flashier sets. Contrast that with Dual Blades, which is practically screaming "Look at me I am amazing I am twirling and swinging and twirling!" with every attack. I played DB scrapper back in live and loved it. I recently hit 50 on a katana and was less enthusiastic about it, i'm sure the numbers I was putting out were good but it felt less impactful, probably because of the lack of showboaty flailing. DB is on my list to get to eventually again!
  17. Looks like you've yet to do a Claws character. I'm currently trying my first and it is great, great fun. Claws/WP or Claws/SR or Claws/EnAura? I'm doing Claws/Nin, it is fun as well, lets you be an almost stalker, and actually might be even stronger solo as you'll be able to slip into hide between packs consistently for the crit alpha.
  18. Specific to staff. Staff doesn't have a no redraw option and this issue specifically has been document. Other sets have the no redraw option in power customization, or in the case of Katana (and I assume Ninja blade?) where they made it irrelevant and it has redraw if you are not in range of attacking, but no redraw if you are. I believe the plan is to eventually convert all sets to the Katana system.
  19. Yea, there's a lot of possibilities with a 'no expenses spared' build. Even throwing in every purple and winter set out there, there's still a lot of options. Do you want to attempt to close Invincibility's Psi hole? Do you want perma hasten? Do you want max resists to everything? Do you want incarnate softcapped defense? Those are all potentially possible, but not all at the same time. I came up with this one playing around. It is softcapped to everything but Psi with 5 enemies in range but drops a bit under to E/EN otherwise. At one point I had it up to near the incarnate softcap of 59 defense to S/L, so that is very doable, but pushed it down because that build also wasted a lot getting to it and was at something silly like 135% S/L resists. This is with 5 in range, no accolades or incarnates: Remember tankers will be ~+11% more resist than shown once you start fighting due to ATO procs. Dull Pain is a few seconds off from perma. Takes everything from the main sets but Boggle and Unstoppable. You can swap Fly/Hover for SJ/CJ or SS/CJ, if you are ok going with vendor travel powers, drop Fly and pick up Maneuvers and slot another LotG in there, which would put you much closer to soft cap with only 1 enemy in range, and probably make Dull Pain perma. You could in theory run without Tough toggled on, you'll end up around 88% S/L resists with the ATO procs, though endurance should not be too big a concern with the recovery here and the 13% endurance reduction from sets, which is big. Lots of other Invincibility builds out there that hit different numbers.
  20. A level 25 IO is identical in magnitude to SOs, but as you've said, never expires or needs to be replaced. Level 30 and higher IOs are actually better than SOs, to where level 50 IOs are about 25% stronger (an even level SO for damage is 33%, a level 50 damage IO is 42.4%) In the OP's instance, at level 27, I'd look at slotting level 30 base IOs for everything and buying select attuned, high benefit set uniques. The Base IOs themselves if crafted will run 3-4 million, give or take. Buying Performance Shifter Proc, Numina's regen/recovery, some +3% Def/+5% resist IOs and LotG +Recharges will run 3-8million each.
  21. I'd guess the other Stalker ATO set, Assassin's Mark, was intended there. This build should still be fine. Some skip Hemorrhage on SM for Stalker's now, since it was nerfed, but its still fine to take. There's probably some ways to work procs into this and drop defense a bit, but that's easy enough to do.
  22. Not much has changed for either set so the above builds should be fine. I know you've been asking for several days trying to pick a secondary for your claws character 😃 They are all going to do great with claws. Every set has its strengths and weaknesses, most can be plugged with IO sets or worked around. If you already had an SR character, don't feel forced to do another one, but also don't feel like you shouldn't if you enjoyed it. I think at this point you've received a recommendation for nearly every armor set under the sun to go with claws!
  23. Ice Armor! Defensive + Icicles damage aura.
  24. I think its decently well known among those who hit these forums up routinely that claws is top tier, but outside of that has a the misconception that its a set with 'fast but low damage' is 'all lethal' and 'poor AoE' of which only one is correct. Its fast with high damage, has excellent AoE since it can rotate its attacks so damn fast and Spin has higher damage than similar attacks, but is all lethal. Just started up on myself finally yesterday, and it is nuts, even at lower levels. Spin hits so hard and comes up so often, the blender description is truly apt. Ended up on a team with speed boost and I was running around with Follow Up double stacked the entire time. Thanks to Galaxy and all the others doing this testing to open up my eyes 😉
  25. Not 5 slot, but Boost. So the enhancements in there are 50+5 IOs rather than 50s. Definitely do not 5 slot hasten 😃 No reason at all. It takes no sets and with the two 50+5 recharges you'll be at max recharge.
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