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AOE scrapper?


Jacktar

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Hi guys, well I truly love both my main alt Scrappers (live and HC) both being Claws/SR, both of whom had/have all the available badges and many many hours played totals.

But...lately, everything I get involved with when teamed up seems to be run at x/8 and I feel I spend most of my time running round like a headless chicken arresting single target runners and stuff.

I just don’t feel I am contributing as much as I feel I should be especially on kill all ITF’s and suchlike 😢

So I want to try a much more AOE damage scrapper but don’t have any experience of them.

Am not after specific builds, just AT combo’s I can try for the feel and then I can progress onto a proper build.

So help please with combo suggestions for multi target Scrapper damager.

Thanks so much, cheers

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Fiery aura brute with a primary that a scrapper has access to. Just pretend that youre a scrapper and be a brute with a functioning taunt aura, a better resist cap, and a higher hp. Fiery aura is what you want for the aoe carnage, it just doesnt work like it should for a scrapper.

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Currently on fire.

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Claws isn't exactly light on aoe damage with spin and shockwave on rotation. The problem in very fast moving teams is that people with ranged attacks will have wiped out the dross before melee can really get set in position. There isn't much that you can do about this beyond embracing the role of hard target specialist which is more valuable to the team anyway. Clear speeds are dictated by how quickly the bosses and above can be defeated, not the stuff that gets melted in the opening salvo.

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Claws is good for AoE, but SR lacks an agro aura which is why mobs run away from you. Consider a switch to Energy Aura. You'll get an agro aura, good defenses, a heal, and an endurance clicky.

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2 hours ago, Sovera said:

Claws is good for AoE, but SR lacks an agro aura which is why mobs run away from you. Consider a switch to Energy Aura. You'll get an agro aura, good defenses, a heal, and an endurance clicky.

This is exactly  why every scrapper I build I play has to be Bio, EA, Shield, Rad, Inv or WP.  This started with me back on live when shield came out and I made a fire/sd right away.  Pretty simple what happen after playing shield I have never been able to go back to a non taunt aura secondary. I wish the presence pool had a taunt aura you could take in the first two powers but at last that will probably never happen.

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FlashBack to old days: Pinnacle

Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50

Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50

Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50; Byzantine Warrior-DB/ELA 50; Blade Tempo-50 DB/EA

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2 hours ago, Sovera said:

Claws is good for AoE, but SR lacks an agro aura which is why mobs run away from you. Consider a switch to Energy Aura. You'll get an agro aura, good defenses, a heal, and an endurance clicky.

Or even Claws/Rad if you're after aoe.  Rad armor has some moderate cool down attacks that can really be weaponized with procs for aoe damage.

 

Rad is also a great armor with a taunt aura.  Along with end recovery, regen boosts, an absorb, a recharge buff based on enemy saturation, and the aforementioned AoEs.

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Shield

With shield you can softcap your defenses, get a +hp power, resistances, and your taunt aura is also a +dam aura (giving the largest boost with 10 enemies around you), and an AoE tele-nuke.

 

Combined with electric melee you get outstanding AoE capabilities. Elec comes with it's own tele-nuke. St damage is the only are where this comes up short, though, I believe that can be rectified with an epic snipe.

Edited by Gobbledygook
I kan spell guud
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Does EA have a taunt aura on scrapper, or just debuff?

 

Though I expect debuff works good enough.  

 

EA is a great set.    

 

Claws might be the best AOE scrapper already.  For real mission type play.  Next step up would be a blaster.

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1 hour ago, Haijinx said:

Does EA have a taunt aura on scrapper, or just debuff?

 

Though I expect debuff works good enough.  

 

EA is a great set.    

 

Claws might be the best AOE scrapper already.  For real mission type play.  Next step up would be a blaster.

EA has the taunt aura it had it on live and I tested about a month ago on Homecoming .  I went and stood next to grey bad guys no attacks turned on the aura got attacked and this on a scrapper. I can confirm taunt aura is still in place for EA.  Just most people never knew it existed on scrappers; it is why i always skipped stealth on EA

Edited by hejtmane
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FlashBack to old days: Pinnacle

Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50

Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50

Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50; Byzantine Warrior-DB/ELA 50; Blade Tempo-50 DB/EA

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Not everyone's taste, but Staff has 2 wide cones plus a PBAoE.

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Uunderdog - Rad/Rad Scrapper | Uundertaker - Rad/Dark Corruptor | Uun - MA/Inv Scrapper | Uunison - Grav/Storm Controller | Uuncola - Ice/Temp Blaster | Uundergrowth - Plant/Martial Dominator | Uunstable - SR/Staff Tank

Uunreal - Fire/Time Corruptor | Uunrest - Dark/TA Blaster | Uunseen - Ill/Poison Controller | Uuncool - Cold/Beam Defender | Uunderground - Earth/Earth Dominator | Uunknown - Mind/Psi Dominator | Uunplugged - Stone/Elec Brute

Uunfair - Archery/TA Corruptor | Uunsung - DP/Ninja Blaster | Uunflammable - Fire/Nature Controller | Uunflappable - WM/WP Brute | Uundead - Dark/Dark Tank | Uunfit - Water/Martial Blaster  | Uunwrapped - Dark/Dark Dominator

Uunchill - Ice/Kinetics Corruptor | Uunpleasant - En/En Stalker | Uunbrella - Rad/Rad Sentinel | Uunsafari - Beasts/Traps MM | Uungnome - Nature/Seismic Defender | Uunsavory - Poson/Sonic Defender

Uunicycle - BS/Shield Scrapper | Uuntouchable - Ill/Time Controller | Uunferno - Fire/Fire Tank | Uunthinkable - Psi/SR Scrapper | Uuncivil - Thugs/Elec MM | Uunnatural - Ice/Savage Dominator | Uunshockable - Elec/Bio Sentinel

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Also, play on a team with a good, dedicated Tanker.  If the Tanker is holding aggro, you can cut in from the side and inflict hideous amounts of damage on the minos/cyclops/generals while they're distracted.

 

Granted, if you do mostly PUGs, this is entirely out of your hands, since you don't know what the AT composition is going to be.

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10 minutes ago, hejtmane said:

EA has the taunt aura it had it on live and I tested about a month ago on Homecoming .  I went ans stood next to grey bad guys no attacks turned on the aura got attacked and this on a scrapper. I can confirm taunt aura is still in place fr EA.  Just most people never knew it is why i always skipped stealth on EA

I can do that with my martial blasters debuff aura though

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19 minutes ago, Haijinx said:

I can do that with my martial blasters debuff aura though

On live I tanked  many of Task force with the aura not high enough to tank with my current ea that build is on hold for other characters in flight

Edited by hejtmane

FlashBack to old days: Pinnacle

Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50

Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50

Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50; Byzantine Warrior-DB/ELA 50; Blade Tempo-50 DB/EA

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For running with large teams, at level 30+, I don't think a Taunt Aura adds that much since nothing lives long enough to gather around you or someone has them locked in place with a aoe hold/immob.    That is my experience running mostly PUG's.  I would look at using a fast travel power like SS to close in quick, using fast animating, big aoe's.    Definitely look at getting Fireball, it is just so good, give those blasters a taste of their own medicine.

 

I run a Ice/Fire/Fire scrapper that has best aoe attack chain I have seen, with Build Up/Fiery Embrace, Burn (with crit proc going off almost all the time), Fireball, Freezing Touch (optional, on a boss), Frozen Aura, Frost/Crosspunch  and repeat, Burn-FB-FT-FA again.   With FB, FT, FA all going off in the Crit Bonus Window.  It is continuous aoe attack chain that is tough to beat, no waiting for Shield Charge or Lightning rod, just pure un-interrupted damage output with Blazing Aura on top.   When I do solo or farm, I have the new and improved ice patch to keep a boss or LT around that manages survive.   Probably not everyone's cup of tea, but if you want to try something different. 

 

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3 minutes ago, Sgt. Terminus said:

For running with large teams, at level 30+, I don't think a Taunt Aura adds that much since nothing lives long enough to gather around you or someone has them locked in place with a aoe hold/immob.    That is my experience running mostly PUG's.  I would look at using a fast travel power like SS to close in quick, using fast animating, big aoe's.    Definitely look at getting Fireball, it is just so good, give those blasters a taste of their own medicine.

 

I run a Ice/Fire/Fire scrapper that has best aoe attack chain I have seen, with Build Up/Fiery Embrace, Burn (with crit proc going off almost all the time), Fireball, Freezing Touch (optional, on a boss), Frozen Aura, Frost/Crosspunch  and repeat, Burn-FB-FT-FA again.   With FB, FT, FA all going off in the Crit Bonus Window.  It is continuous aoe attack chain that is tough to beat, no waiting for Shield Charge or Lightning rod, just pure un-interrupted damage output with Blazing Aura on top.   When I do solo or farm, I have the new and improved ice patch to keep a boss or LT around that manages survive.   Probably not everyone's cup of tea, but if you want to try something different. 

 

Stop it, I already have to many alts to play as it is!

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9 minutes ago, Sgt. Terminus said:

I run a Ice/Fire/Fire scrapper that has best aoe attack chain I have seen, with Build Up/Fiery Embrace, Burn (with crit proc going off almost all the time), Fireball, Freezing Touch (optional, on a boss), Frozen Aura, Frost/Crosspunch  and repeat, Burn-FB-FT-FA again.   With FB, FT, FA all going off in the Crit Bonus Window.  It is continuous aoe attack chain that is tough to beat, no waiting for Shield Charge or Lightning rod, just pure un-interrupted damage output with Blazing Aura on top.   When I do solo or farm, I have the new and improved ice patch to keep a boss or LT around that manages survive.   Probably not everyone's cup of tea, but if you want to try something different. 

 

This sounds juicy, want to share a build?

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Here is my current build for Polar Melt, my very first character when I started on Homecoming, just picked the power sets since I never tried them back in the day.    With 44+% to S/L and Melee he is sturdy enough usually until everything melts or ice patch kicks in.   I run the S/L moon map on +4/8 with little issue, you need to pop a green or an orange on occasion.   I just love seeing the Critical Strikes pop up every time I hit burn followed by the Fireball and Frozen Aura crits that follow.  Not a build that focuses on procs outside the ATO ones.

 

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 Science Scrapper
Primary Power Set: Ice Melee
Secondary Power Set: Fiery Aura
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Ice Sword -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/EndRdx/Rchg(3), SprScrStr-Rchg/+Crit(3), Hct-Dam%(5), Hct-Acc/Dmg/Rchg(5)
Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(9), StdPrt-ResDam/Def+(9), StdPrt-ResKB(11)
Level 2: Blazing Aura -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg(11), SprAvl-Dmg/EndRdx(13), SprAvl-Acc/Dmg/EndRdx(19), SprAvl-Acc/Dmg/EndRdx/Rchg(19), FuroftheG-ResDeb%(21)
Level 4: Frost -- SprScrStr-Dmg/Rchg(A), SprScrStr-Acc/Dmg/Rchg(13), SprScrStr-Acc/Dmg/EndRdx/Rchg(15), PstBls-Dam%(15), PstBls-Dmg/Rng(17), HO:Centri(17)
Level 6: Healing Flames -- Prv-Heal/Rchg(A), Prv-Absorb%(25), Prv-Heal/Rchg/EndRdx(25), Prv-Heal/EndRdx(27), Prv-Heal(43), Prv-EndRdx/Rchg(48)
Level 8: Ice Patch -- RechRdx-I(A)
Level 10: Build Up -- RctRtc-ToHit/Rchg(A)
Level 12: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(21), KntCmb-Dmg/Rchg(23), KntCmb-Dmg/EndRdx/Rchg(23)
Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(27), UnbGrd-Rchg/ResDam(29), UnbGrd-Max HP%(29)
Level 16: Super Speed -- BlsoftheZ-ResKB(A)
Level 18: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), UnbGrd-ResDam/EndRdx/Rchg(31), GldArm-3defTpProc(43)
Level 20: Cross Punch -- Arm-Dam%(A), Arm-Dmg/EndRdx(33), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(34), FrcFdb-Rechg%(34)
Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(34), LucoftheG-Def(36)
Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(46), Rct-ResDam%(48)
Level 26: Freezing Touch -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(36), SprBlsCol-Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/EndRdx(37), SprBlsCol-Dmg/EndRdx/Acc/Rchg(37), UnbCns-Dam%(37)
Level 28: Burn -- SprCrtStr-Rchg/+50% Crit(A), SprCrtStr-Dmg/Rchg(39), SprCrtStr-Acc/Dmg/Rchg(39), SprCrtStr-Dmg/EndRdx/Rchg(39), SprCrtStr-Acc/Dmg(40), SprCrtStr-Acc/Dmg/EndRdx/Rchg(40)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 32: Frozen Aura -- Obl-%Dam(A), Obl-Dmg(40), Obl-Acc/Rchg(42), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(43)
Level 35: Fiery Embrace -- RechRdx-I(A)
Level 38: Char -- EssofCrr-Acc/Rchg(A)
Level 41: Melt Armor -- AnlWkn-Acc/Rchg(A)
Level 44: Fire Ball -- Bmbdmt-Dam/Rech(A), Bmbdmt-Dam(45), Bmbdmt-Acc/Rech/End(45), Bmbdmt-Acc/Dam/Rech(45), Bmbdmt-Acc/Dam/Rech/End(46), Bmbdmt-+FireDmg(46)
Level 47: Boxing -- Acc-I(A)
Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 1: Critical Hit 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(48), Mrc-Rcvry+(50)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(50)
Level 50: Musculature Radial Paragon 
------------

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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Edited by Sgt. Terminus
Forgot to put the Stealth IO in Sprint, using that and SS lets you get in the middle of the group, giving some time to get your aoe chain going.
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No one's mentioned Spines yet.  I've been running Spines/Ice recently and I was surprised by how much AoE the set picks up.  Spine Burst and Ripper have pretty large areas, Throw Spines is pretty much Shockwave with toxic damage instead of knockback, and you get an extra damage aura to go with whatever your secondary may offer (Icicles in the case of Ice).  No need for a taunt aura on this setup either since Spines and Ice overlap slows, once most things are in range they can't really escape.  It's been fun for sure, now sure how it goes in teams though as I tend to play solo most of the time.

 

Edited by ZorkNemesis
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Currently playing on Indomitable as @Zork Nemesis; was a Protector native on live.

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17 hours ago, hejtmane said:

 I wish the presence pool had a taunt aura you could take in the first two powers but at last that will probably never happen.

A taunt aura in the presence pool is honestly such a damn good suggestion and you should really make a thread for it over in suggestions. I'd sign on to it in a heartbeat.

 

The presence pool still has some major issues of being a relevant choice outside some very niche builds with very minor impact. A taunt aura would be a solid improvement. The presence pool also really ___Really___ does not need TWO fear powers.

 

I have also been hoping for a new IO set that includes a taunt proc, which doesn't exist at all otherwise. 

Edited by DreadShinobi
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Hello everybody,

firstly I want to give you all my proper thanks for your responses. Knowlegeable, informed and spot on what I was hoping for. Thank you all.

I have a draft plan, not so cunning, but enough for me to be kept busy in the coming weeks.

So first phase will be to roll a new Claws/Energy Aura and get a feel how different that helps my Claws.

Followed swiftly by, and a complete change for me, to an Ice/Fire/Fire scrappie. (you beguiled me into it Sarge 😀)

Will let you know how they develop as I level them up.

See you all out there, thanks again 👍👏👏

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On 4/26/2021 at 3:52 AM, Jacktar said:

But...lately, everything I get involved with when teamed up seems to be run at x/8 and I feel I spend most of my time running round like a headless chicken arresting single target runners and stuff.

 

Life pro tip: Don't worry about the runners if you're on a team. Free yourself from feeling you personally have to defeat every last critter. There's up to 7 other people on the team and highly likely at least one of them has ranged attacks. Let them blast the runners. And unless you're on a defeat-all it doesn't matter if a minion runs away.

You're a Scrapper! You should be cultivating a severe case of Scrapperlock: The Pursuit of Big Spawns.

Go poke the boss in the face! When he's down, claw up the Lieutenants!  With all your Spins, Shockwaves, and Eviscerates you'll mow down most of the spawn along with the tough target.

Then go find more! 

If the team has a good Tank or Brute they should be leaving the spawn by the time it's 3/4 defeated, go follow them instead of mopping up the leftovers! Let the squishies clear the runners and leftovers!

 

One thing that's always amused me is how often multiple people attack the same target. Often it's auto-selected for them, but the fewer targets there are, the more people will be attacking it. It doesn't take a team of 8 to defeat the last minion, so you can save endurance and go find more mobs in the next room.

 

Edit: But also take any excuse to make more alts! That's the true joy of the game.

 

Edited by ninja surprise
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6 hours ago, ninja surprise said:

Let the squishies clear the runners and leftovers!

This is fine as long as those leftovers aren't +4 bosses that the squishies are ill equipped to deal with. All too often I see the damage dealers all racing each other to the next spawn so they can vaporize minions leaving really tough enemies behind. I think partly to blame is that it is easy to tune characters with only mass aoe in mind and completely forget that hard single targets also need killing. Just about anyone can wipe out minions, particularly with rolling judgements, people who are prepared to dig in and beat down the bosses actually make better teammates imo.

 

The absolutely worst example of this kind of thing is when you get a couple of incarnates sidekicking up a load of lower level characters and they start doing the same thing. They forget that those bosses that con at +3 to them are +5 to the others. They can't be bothered to kill them but their teammates might not even be capable of doing so.

 

Btw, I'm not saying that I think you are promoting a selfish playstyle here. You are talking about leaving the odd scattered minion runner and that's fine. I've just seen too much of the sort of thing I describe above and am a bit scarred by it as you can tell! Forgive the rant :).

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20 minutes ago, parabola said:

This is fine as long as those leftovers aren't +4 bosses that the squishies are ill equipped to deal with. All too often I see the damage dealers all racing each other to the next spawn so they can vaporize minions leaving really tough enemies behind. I think partly to blame is that it is easy to tune characters with only mass aoe in mind and completely forget that hard single targets also need killing. Just about anyone can wipe out minions, particularly with rolling judgements, people who are prepared to dig in and beat down the bosses actually make better teammates imo.

 

The absolutely worst example of this kind of thing is when you get a couple of incarnates sidekicking up a load of lower level characters and they start doing the same thing. They forget that those bosses that con at +3 to them are +5 to the others. They can't be bothered to kill them but their teammates might not even be capable of doing so.

 

Btw, I'm not saying that I think you are promoting a selfish playstyle here. You are talking about leaving the odd scattered minion runner and that's fine. I've just seen too much of the sort of thing I describe above and am a bit scarred by it as you can tell! Forgive the rant :).

Unless the mission objective is to kill everything within an instance, there is no requirement for those who are sidekicking to stick around and play clean up duty. Yes the bosses give nice xp, but if those who are actually doing the work don't feel like OCD clearing everything and you don't want to do that either, then just stick with them, or find another team.

 

Free yourself from feeling you personally have to defeat every last critter.

Edited by DreadShinobi
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Just now, DreadShinobi said:

Unless the mission objective is to kill everything within an instance, there is no requirement for those who are sidekicking to stick around and play clean up duty. Yes the bosses give nice xp, but if those who are actually doing the work don't feel like OCD clearing everything and you don't want to do that either, then just stick with them, or find another team.

The bosses don't stop attacking just because the damage dealers run off. It's generally not optional to have to deal with them. Also, 'those doing the work' is a very narrow way of looking at things. Squishes are contributing too no? Buffs and debuffs are still part of the game?

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14 minutes ago, parabola said:

The bosses don't stop attacking just because the damage dealers run off. It's generally not optional to have to deal with them. Also, 'those doing the work' is a very narrow way of looking at things. Squishes are contributing too no? Buffs and debuffs are still part of the game?

I didn't say anything about "squishies" and I also don't adhere to the squishy rule and I personally treat it as an outdated obsolete term for the current state of this game. I play blasters, controllers, defenders, corruptors, and none of them are squishy. You can be a squishy if you want to play like that, but every archetype in the game has all the tools available not to be one.

 

I mentioned sidekicks, which depending on how enhanced they are may or may not be actually contributing, especially if they are fighting +5s, it is often better for them to just keep up with the pace of the group rather than try to play clean up duty. If your character isn't capable of handling the clean up duty, and clean up duty isnt even required then why are you doing it? It is absolutely optional to do clean up duty unless it is specific to the mission objective. If you are a sidekick and falling behind the rest of the group to do something you are ill equipped to handle, something you don't even want to do, you are also falling outside of leadership buff toggle radius and the support of your team mates, and if you die trying, well that is your choice. 

Edited by DreadShinobi

Currently on fire.

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