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Linea

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  1. Assault for an Offensive builds Melee Core for the Defensive Builds About half the time I'll have both the above, one on a full offense proc build, and one on a full defense durability build. Rarely Melee Radial. I might have 3 builds that use the Radial.
  2. Usually both with a guassian proc for max damage nukes.
  3. Empath duo and trio teams are a lot like old /Regen Scrappers. It can be gloriously fun.
  4. I like RadM as well for an option with Inv, SR, and SD.
  5. Linea

    Tin-Mage Duo

    Angel Hornet is an EnM/EnA scrapper (link). It was Apoc play Arcfusion, but I don't remember the tank sets. He did it again later with someone else in 1:45 by pulling Bobcat single using TP foe.
  6. I've played No Travel Power builds since i13, back when it was dragging a boulder up hill both ways. Now days it's easy with all the temp travel powers. She has the small longbow pack built right into her costume, so I use that specific temp. When it turns on, it just lights up the existing costume part.
  7. Linea

    Tin-Mage Duo

    So ... someone said you can't solo Tin-Mage .... so of course Angel Hornet had to say "Hold my Mead ..." However, being a little more sensible than she is, I grabbed her by the back of the vest and said "You know the rules. If there's any doubt, take a Battle Buddy." First attempt we tried to take out Neuron first. But at about 20% health on Neuron, Bobcat one-shot us both. It's possible I let my resist slip and she got lucky, but she HAD been ramping up the damage, so I'm gonna say she most likely really does hit that hard. "Super Bobcat really is a thing." Second attempt Apoc swapped to a tank, and we took out Bobcat first, done in a bit less than an hour. At this point I'm more confident than not that Hornet could solo it Bobcat first, Warwalkers separated from the AVs, Back to Bobcat first/third, then Neuron. I'm just going to assume an hour per AV to compensate for all the finger fumbles and other failures, and a rough estimate of 5 hours or less. But I'll also admit, "Super Bobcat really is a thing", so definitely NO WAY on the solo Neuron first.
  8. The higher defense applies, this one is designed for SLENFC. Incarnates powers and leveling builds I usually just do by feel. Sometimes I'll include them, more often not. You need 33.8-ish SL defense to seal SL with Kinetic Dampener. Dampener is approx ~ +11.2 SL Def +21 E Res. I don't mind running dampeners, but don't want to run more expensive powers. I'm more willing to let ENFC slide. That leaves Atom Smasher vs +5s ... that's close enough, ... but I really do like the kismet for malfactoring and perma-snipe damage and It's a sniper concept build I'm dubious on the loss of endurance. I'll have to do some testing. That rarely works out, but I have not tested it, and the most common exceptions are Blasters.
  9. I have previously never subjectively liked* Stone. But NOW I'm currently running an non-granite Stone tank. ... and ... I LIKE IT. Darn it! So Now ... Someone needs to give me a good /Stone scrapper build I can steal and test. Maybe [EnM, Kat, RadM, Dual Pistols]/Stone ... I'm going to have to think about it more. *Objectively stone has always been fine, this was a subjective dislike.
  10. Angel Hornet was happily crunching some 58's last night. They are quiet tastey with a little Kentucky Bourbon and Honey Barbecue sauce. later, I took a peak at my mm, testing, poking, prodding, pulling numbers. At least at 50 it felt fine offensively, and was considerably more durable. Of course it was never an offensive powerhouse, I hunt almost exclusively +4, and I'm almost always more focused on the armor and durability.
  11. Soloed an Aeon Last night to get [Sheer Willpower], +0x0 with the LRM build. It took just shy of 3 hours. It was probably about 2.5 hours, but I had a 30m or so phone call in the middle. Being relatively lightly armored, I'm not sure which was harder: The first big room with the Research EB and a billion bot storm. The low armor really showed here. Ripplesurge. Having done this before with other builds, I didn't take any chances and just dropped every thing on him, including all the pets. He dropped like a rock, only getting off one shimmer spawn. Now I'm second guessing that I might not have needed any help? Better safe than sorry. The Dome. I personally think this was probably the hardest part, at least on this run. I didn't use any pets, but I did use 4 or 5 inspirations in a row till I got it thinned down to just the two AVs. Then I discover the hard way I need to take out Zoe first. Never noticed that before when using stronger characters.
  12. Here's a really old one of mine. DB Bio Scrapper - Alpha 2 ITF - [i25].mxd probably needs upgrading and translating for i28.
  13. I'll second the "Defense Armors". Really, any of the defense armors will do. The toughest, at least for now: Angel Hornet EnM/EnA The stalker version is fun too: Street Justice/Ena If you want fun and durable enough, I'd say /Bio: Kate Wolf Katana/Bio EnM Ena ShadowMeld Scrapper - Angel Hornet 801 - Recharge-T9 ver 2J Psi+ - [i25].mbd Kat Bio Scrapper - Alpha 3 ITF - [i28].mbd
  14. I'm considering trying Stone again. I've always had a hard time getting into it. I've had something similar on Test. I think this one might stick. Any suggestions or thoughts would be welcome. Stone Dark Tank - HyperLinea HM 801 M - [i28].mbd
  15. One of these days you need to drag me along on one of these. I think you might have mixed an 801.2 (Tier 1, Team-size 8, Long), with an 801.3 (Tier 2, Team-size 4, short). 801.6 only has one size, it was the last design wedged in to bridge the gap from 5 to 7. I think 6 used a medium design, but don't recall. If you want to balance by number of spawns on a map 801.1, 801.4, 801.6. If you want to try to balance time on map, then I'd look at 801.2 ((Most spawns with Softest targets), 801.4 (Medium spawns with Medium targets), 801.6(Less spawns Hard targets). If you want fastest (and easiest), that would be 801.0, 801.3, 801.6; the shortest fastest for each tier. I would avoid 801.7 and higher for anything that is trying to evaluate game balance, even 6 with it's boss mechanics will be a little problematic with controllers and doms, but it doesn't break anything else, and that was the intent behind wedging it in after all the others (maintain as much game balance as possible while pushing difficulty up to the edge of 7, where 7 is when balance starts breaking). "That's just wrong" "What the !@#$ was that!" "Pretty !@#$%^& nasty" 🤣
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