Maloth Posted May 13 Posted May 13 Need help deciding on what to play/how to build out (newer player) looking into either fire/katana with energy/invul, any tips would be appreciated!
Erratic1 Posted May 13 Posted May 13 On Fire vs Katana I arm agnostic. Do whichever appeals more. Invulnerability is an incredible set whose only drawback is the resistance cap for Scrappers being 75%. Not a problem with the right set backing it (neither Fire nor Katana) and even pretty good otherwise. Energy Aura is possibly more awesome though. But do yourself a favor and splurge the 12 million influence to buy the two +3% Def IOs early (say around level 30). You will be fine if you don't, but you will be happier if you do.
Maloth Posted May 13 Author Posted May 13 29 minutes ago, Erratic1 said: On Fire vs Katana I arm agnostic. Do whichever appeals more. Invulnerability is an incredible set whose only drawback is the resistance cap for Scrappers being 75%. Not a problem with the right set backing it (neither Fire nor Katana) and even pretty good otherwise. Energy Aura is possibly more awesome though. But do yourself a favor and splurge the 12 million influence to buy the two +3% Def IOs early (say around level 30). You will be fine if you don't, but you will be happier if you do. So if not fire/kat for invul what might you suggest to replace it? I'm open to anything since just about everything looks fun; just those 2 seemed to be stand outs for me.
Erratic1 Posted May 13 Posted May 13 (edited) 29 minutes ago, Maloth said: So if not fire/kat for invul what might you suggest to replace it? I'm open to anything since just about everything looks fun; just those 2 seemed to be stand outs for me. Both Fire and Katana are perfectly fine, especially if you are going to use IOs. Dark Melee brings a quickly cycling heal to the table, which pushes Invulnerability survivability to the next level. But Dark Melee is middle of the pack for damage generally, whereas Fire is top tier. Dark Melee also has endurance recovery, which Invulnerability lacks. But Invulnerability is, to my mind, really straightforward to build as an upside. By comparison to Energy Aura, Invulnerability you turn on toggles and go unlike Energy Aura, which requires a bit more attention and clicks. Edited May 13 by Erratic1 1
Maelwys Posted May 13 Posted May 13 3 hours ago, Maloth said: So if not fire/kat for invul what might you suggest to replace it? As Erratic says, Both sets are fine. Katana possibly needs a little bit more love (-Resistance Procs; a lot of Global Recharge and careful ATO placement) to hit its sweet spot than Fire; but they're both capable of top-tier DPA. I personally would edge more towards Katana for a newer player, because it has a big safety net in Divine Avalanche that Fire does not have. Slot a few Defence IOs in DA and just by double-stacking that one power you'll be at the Melee Defence cap... and it can stack with Invul's built-in defence to give you more wiggle room to attain both the 75% Damage Resistance Hardcap for S/L AND the 45% Melee Defence Softcap. Fire is still top-tier; but it's all about damage output... and Fire's DoTs are actually a little bit less powerful than you might think on a Scrapper since they don't benefit from Critical Hits. 1
Doomguide2005 Posted May 18 Posted May 18 And yes give in to the altitis! Make all the combinations and start playing them. Soon enough you'll either keep playing one of them over the others or not. Then you'll know which is your baby
Linea Posted May 20 Posted May 20 Kat / EnA would be my pick. Get the Defense Unique IOs as early as reasonable. Divine Avalanche slotted for recharge and defense, combined with Kinetic Dampeners and reasonable sLenfc defense from EnA. Ease in to the edge of a mob and start with DA, then watch your defense numbers, and stack DA as needed. relatively early in life you should be able to push softcap on M/L with senfc not too far behind. It's one of the few combinations that I completely broke in a good way. Later, Once you get enough levels and recharge to start stacking Energy Drain +Defense, you can push well over Incarnate Cap defenses. If you push even further into the high recharge overload build, with Rune/Hybrid/Rune/Demonic, stacking everything, you can push well beyond most tanks, or limited periods of time; and then transitioning with Demonic (accolade so it works in Hardmode), or other temps to bridge the gap outside of hardmode. In the end you can push 7m or so pure insanity. All of these probably need updating, my end-game build ended up EnM/Ena instead of Kat/Ena. But Kat/Ena is a ton of fun, and can be leveraged much earlier in life with lower investment costs. Alpha - This build is lower recharge intended for higher armor values at all times. Psi Armor - Trades some armor for higher Psi-armor while using Rune/Hybrid/Rune. Psi is your primary weakness as EnA Alpha 2J - This buid is higher recharge intended to run overload as often as possible and/or needed. Kat ENA Shadowmeld Scrapper - Psi-Armor 3 - [i25].mxd Kat ENA Shadowmeld Scrapper - Alpha 2 - [i25].mxd Kat EnA ShadowMeld Scrapper - Angel 2J - [i25].mxd 1 2 AE 801 (link) is a variety of missions for fun and challenge, and is designed for a team of 5+ Incarnates. Just search '801' in AE. 801 Difficulty Varies: 801.0 Easy, ..., 801.2 Standard*, ..., 801.5 Moderate**, ..., 801.6 Hard***, ..., 801.7 Four Star****, ... 801.F Death. I may be AFK IRL, But CoH is my Forever Home.
SomeGuy Posted May 20 Posted May 20 5 hours ago, Linea said: YASSSS If there is anyone you should listen to regarding how to NOT DIE, it's this person. 1 Pylon and Trapdoor Results Spreadsheet https://docs.google.com/spreadsheets/d/1d0VruEHGktnPFvtMLF_MdpKPBe0wgUhzyGvb1DQNQQo/edit#gid=0
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