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DreadShinobi

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Everything posted by DreadShinobi

  1. One of the more anxiety provoking badges, when I did this on live, knowing it was a badge you could fail and not be able to try again for, I would just run it with another person so they could keep working the mission objective if I crashed and needed time to get back in.
  2. Correct, the aggro cap is not tied to the character/archetype, it is tied to the enemy groups
  3. Interesting how you define that circumstance, although for me personally I would not be playing my scrapper if he wasn't able to main tank for teams like he does. I consider the taunt attribute in against all odds one of the most defining attributes of shield defense, and while the other things that shield offers are nice: easy softcap defenses, decent baseline resists, +max hp, self damage buff, and dat shield charge, I absolutely wouldn't be playing the set or the character if it didn't hold aggro like it does. I'd also say it's why elec and dark armor and fiery aura sets are so much rarer than they could be because not having a bit of glue on a melee character can range from being awkward, to a pain, to a complete headache.
  4. Envenomed Dagger from p2w vendor is my most used temp power that I get on every character and actively replenish charges for. -1 second cast time, great for filling any holes in an attack chain -160.63 base damage, which is great for it's activation time. -80 ft range, great for picking off runners playing melee characters -250% 10 second regen debuff that stacks, lets you solo basically anything and everything in the game, and is a solid dps boost for teams lacking -regen -6 second base recharge Also particularily good for battle maiden in apex. I also keep a stack of recovery serum, which has a long 3 second activation but lasts for 4 mins, 10 min cooldown is affected by any recharge buffs you may have I like having the power analyzer on hand incase I ever want to track debuffs or the innate resistances of certain enemies. And while I don't really use them anymore, I like having a shivan shard on hand as well.
  5. I just saved my characters costume and switched it back and forth between another characters costume, loading the opposite costume each time. Spending about 3 mil each time, It took about a couple minutes to earn the badge.
  6. Some set specific stuff that I would like to see, most of which is just proliferating the dominator patch and making energy melee good again. Stone Melee: Hurl Boulder animation 2.5s -> 1.5s Tremor animation 3.3s -> 2.5s Super Strength: Remove Jab, make Punch the t1, Haymaker t2, add a new attack for tier 3 make hand clap a knockdown Hurl animation 2.5s -> 1.5s Ice Melee: Ice Patch animation 3.47s -> 2.03s Increase cold damage dealt while standing on the ice patch?? Greater Ice Sword -> increased base damage, increased base recharge, maybe also lower animation time as well. Energy Melee: Total Focus animation 3.3s -> 2.5s Energy Transfer 2.67s -> 1s , reduce stun duration to 2s Stun animation 1.8s -> 2.67s (think kinetic melee burst), make it an 8 ft aoe. I also agree with @siolfir on making sets unique and good within their niche.
  7. Merit rewards could absolutely be increased for completing story arcs to make it both rewarding and interesting.
  8. https://paragonwiki.com/wiki/Knockback_Protection_(Empowerment) Just craft this in your base whenever you need more knockback protection. It gives +10 pts of knockback protection and lasts at least an hour (pretty sure it lasts longer). 1 mathematic proof, 1 fortune.
  9. My psi/shield scrapper actually gets a lot of my playtime, right after my main and poison defender. It offers a lot of soft control between shield charge, mass levitate, and TK Blow knockups, and the hold from GPB is fantastic for stacking in with anyone else flinging holds around or disabling problematic targets. I don't use boggle at all for lvl 50 content but it is fantastic when exemplaring on lower level TFs, especially with contagious confusion. What really makes the build shine is a 3 button attack chain with TK blow setting up critical strikes and insight for greater psi blade. It is also a very endurance friendly set. My build is general purpose. Confront is mainly there to tank recluse on ms. lib tf, otherwise AAO holds aggro absurdly well all by itself, and the build has no problem tanking all relevant content. You could optimize your single target damage by switching the Armageddon set to psi blade sweep and using a -res proc in the 6th slot instead of the force feedback in mass levitate, the two are pretty interchangeable. I also really don't care for scrapper epic pools personally, so my scrapper builds typically don't include them. I don't have an issue running into psi resistant foes. The most common psi resistant foe you will run into are robots (not clockwork, this build runs synapse tfs faster than anything), which are usually weak to smashing. Mass Levitate is pure smashing and you also get some smashing damage from TK Blow, and smashing/negative damage from damage procs in GPB. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Scrapper Primary Power Set: Psionic Melee Secondary Power Set: Shield Defense Power Pool: Speed Power Pool: Leaping Power Pool: Medicine Power Pool: Fighting Hero Profile: Level 1: Psi Blade -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(13), SprScrStr-Acc/Dmg/Rchg(15), SprScrStr-Dmg/EndRdx/Rchg(15), SprScrStr-Acc/Dmg/EndRdx/Rchg(17), SprScrStr-Rchg/+Crit(17) Level 1: Deflection -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(7), UnbGrd-ResDam(43), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(45), UnbGrd-Max HP%(46) Level 2: Telekinetic Blow -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(3), SprCrtStr-Acc/Dmg/Rchg(3), SprCrtStr-Dmg/EndRdx/Rchg(5), SprCrtStr-Acc/Dmg/EndRdx/Rchg(5), SprCrtStr-Rchg/+50% Crit(7) Level 4: Battle Agility -- LucoftheG-Def/Rchg+(A), RedFrt-Def(40), RedFrt-Def/EndRdx(42), RedFrt-EndRdx(42), RedFrt-Def/Rchg(42), RedFrt-Def/EndRdx/Rchg(43) Level 6: Concentration -- GssSynFr--Build%(A) Level 8: Psi Blade Sweep -- Obl-Dmg(A), Obl-Acc/Rchg(9), Obl-Dmg/Rchg(9), Obl-Acc/Dmg/EndRdx/Rchg(11), Obl-Acc/Dmg/Rchg(11), Obl-%Dam(13) Level 10: True Grit -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(46), NmnCnv-Heal/EndRdx(46), NmnCnv-EndRdx/Rchg(48), NmnCnv-Heal/Rchg(48), NmnCnv-Heal/EndRdx/Rchg(48) Level 12: Active Defense -- EndRdx-I(A) Level 14: Super Speed -- WntGif-ResSlow(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(37) Level 16: Against All Odds -- Taunt-I(A) Level 18: Boggle -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(19), CrcPrs-Conf/EndRdx(19), CrcPrs-Acc/Conf/Rchg(21), CrcPrs-Acc/Rchg(21), CrcPrs-Conf%(23) Level 20: Hasten -- RechRdx-I(A) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(23), Rct-ResDam%(25), Ksm-ToHit+(43) Level 24: Injection -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(25), CldSns-Acc/Rchg(31), CldSns-ToHitDeb/EndRdx/Rchg(31), CldSns-Acc/EndRdx/Rchg(34), CldSns-%Dam(50) Level 26: Greater Psi Blade -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(27), Hct-Acc/Rchg(27), Hct-Dmg/EndRdx(29), Hct-Dam%(29), UnbCns-Dam%(31) Level 28: Grant Cover -- LucoftheG-Def/Rchg+(A) Level 30: Aid Self -- Prv-Heal(A), Prv-EndRdx/Rchg(39), Prv-Heal/EndRdx(39), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(40) Level 32: Mass Levitate -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(33), Arm-Dam%(34), FrcFdb-Rechg%(34) Level 35: Shield Charge -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Dmg(36), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(37), Obl-%Dam(37) Level 38: One with the Shield -- GldArm-3defTpProc(A) Level 41: Boxing -- Empty(A) Level 44: Tough -- StdPrt-ResDam/Def+(A) Level 47: Weave -- LucoftheG-Def/Rchg+(A) Level 49: Confront -- Range-I(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- HO:Micro(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(45), PrfShf-EndMod/Acc(50) Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 0: Freedom Phalanx Reserve Level 50: Agility Core Paragon ------------
  10. It really does need a minimal fx option on fallout shelter. This thread would be better off in suggestions though
  11. Completing tfs with master badge settings on and still running it as a speed tf is alot of fun. It's completely your call if you want to tip toe around everything or still go all out and get the badge anyways.
  12. I would like to see a few badges added for each tf: One badge for not dying/no temps. One to three badge for completing the tf at bronze/silver/gold time challenges. Maybe just for a gold time challenge. Maybe a badge for completing tfs by yourself, since they can all now be started solo.
  13. That hasn't been my experience, but regardless you can get this pretty easily with just lore rushing him and not needing to use floor avoidance tactics. I've never had to do that to get the badge.
  14. The whole team doesn't need to fly, it is a personal badge, only you have to not get hit. I have this badge on just about every character I've run the TF on and I have never actually tried for it. Just have everyone summon their lore pets for director 11 and he dies so fast that the probability of getting the badge is very high. Lore pets summoned this way can last up until the end of the next mission and help with the goliath war walker as well, so it is a good time to summon them anyways.
  15. Sentinels have a reduced base recharge on their t9 nuke powers compared to blasters, defenders, and corruptors.
  16. My argument is that lowering the brute damage cap was a fair compromise to keep power creep in check and so the two archetypes don't overshadow other archetypes that are not as durable. But go ahead, keep pushing for your vitality in AE farming. I said inf/hour but that is directly translatable to how fast you can power level your alts as well. I won't indulge you further on this subject. edit for the reply below @macskull: You seem to have missed the part where I said Brutes already weren't the best at any of those things. >Brutes don't need to be the fastest when they can be as safe as they are in doing so. Not commenting going to clutter up this thread arguing how well you should be able to farm AE.
  17. If something is objectively worse at doing something that it is currently better at doing than everything else is that really a problem? Should brutes be able to earn more inf/hour than every other AT? Should a brute be strictly better than >insert next best thing here<, and everything else up the totem pole? Do you really think shaving off that small portion of damage at the top end is going to break your ability to earn a ridiculous amount of inf/hour? I'd say this is a 1st world problem and I'll refer you to this:
  18. The main thing to remember about choosing your server is that with homecoming you are granted 5 server transfers per week refreshing every Wednesday. I watch global chat channels for all servers and will just hop over if something piques my interest.
  19. I 100% support the tanker patch as a whole with these adjustments. As someone who has put alot of time into playing the two brutes I have, one being my main, I welcome the damage cap adjustment in the interest of supporting future archetype balance patches, and reducing overall power creep to keep current content relevant. I will also point out that I only see the damage cap reduction affecting my play in AE farm missions and I do not see that as a negative, and I won't even call it a nerf. I will also point out that the original reason for adding the max endurance increase was because tankers took much longer to kill things, which made sense at the time, but with the base damage increase and bringing up their damage cap to be in line with scrappers, blasters, stalkers, and corruptors, as well as the radius increases making them much more effective at dealing aoe damage, removing the endurance increase was a good idea as well. This goes back to my earlier point that trying to do too many things in 1 patch can really distort what should be called balanced objectives. Furthermore this patch doesn't need to be the be all end all patch for tankers and if they are still shown to be needing tweaks in the future, it is easier to do so now on a more specific level with their baseline performance being brought up. Possibly targeting specific sets that are underperforming.
  20. I made it! Still missing 32 pvp badges, 7 badges between keyes and magi trials, 3 badges from Mr. G, 2 from rwz raids, 3 shard tfs, visionary, buddy, efficiency expert, fabricator, 3 dmg taken, 3 reject recipes, 50 weekly strike targets, those 15 anniversary badges... oh I could go on! Also hi @Burk 😉
  21. NE Corner of map, train station, the Mexican food restaurant by the villain heavy by the villain base, and the vanguard DPO doors.
  22. Maybe it could be considered that needing to take prerequisites in power pools has become outdated? We will always be limited to choosing between 4 power pools, but maybe opening up the choice for players to actually take the powers they want to take instead of clogging up their build with powers that don't mean anything to them? I don't think there would be anything inherently broken about this and the tradeoff in increased build flexibility would be great. Certain powers would need to be looked more closely like Unrelenting and Rune of Protection, but I don't think being able to take tough and weave without boxing would break the power pool, nor would being able to take spring attack, resuscitate, vengeance, or victory rush would be broken as singular power picks. Pre-reqs are still valuable power choices such as leadership toggles, travel powers, and may still be taken to house important set bonuses.
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