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Everything posted by Erratic1
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Wondering if it has something to do with her being the SG leader since I otherwise do nothing with her, not even copying her to test.
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If people are bothered by your post they can not read them or put you on ignore. If the forum administrators are not saying you are doing something wrong I would not let other's issues constrain you, especially as they have a solution.
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Thx. Was really bothering me. Helps to know it is not just me.
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I have noticed the order changes if I've logged into the Test Server.
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When Homecoming opened to the public my first character made the first character I made and played to 50 also became the leader of the SG most of my characters are in. As much as I like her, I do not play her often and rarely log her in. Weekend before last I noticed the display said she had 0 Days offline. Knowing I had not played her in the previous day, I logged in, worried my account had been hacked. But nothing was missing or seemed amiss. So I kept an eye on her Days Offline status for a few days and the count seemed to be going back up. Today I noticed it said she had last been online 4 days ago. She is on the second tab of characters I have. Characters I actively play are all on the first tab and I KNOW I have not touched her in the past week...in fact, since that previous time I logged in. But she is the only character I am noticing this weirdness on. Anyone seeing anything strange like this on any of their characters?
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Do you not have this reversed? Beta Decay grants 10+2.5n Recharge based on n opponents being nearby. Entropic Aura under Energy Aura grants 5+3.5n Energy Aura has the higher growth rate, 3.5n vs 2.5n, so in the end it must have the high value. To find where this is we can solve 10 + 2.5n <= 5 +3.5n: 10 + 2.5n <= 5 +3.5n 5 <= n At 4 opponents Beta Decay gives 20% Recharge, Entropic Aura gives 19% At 5 opponents Beta Decay gives 22.5% Recharge, Entropic Aura gives 22.5%
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Trying to keep your power choices and slotting as intact as possible, you might do something slightly different: I did not fill in the procs in Cross Punch but that was laziness on my part. Did drop the Force Feedback since if a power does not recharge during its duration it loses the recharge benefit totally. Managed to make Melee Defense your high positional defense (53.94%), which will presumably serve you better in crowds of higher level enemies. Moonbeam recharges 1.7s faster and hits for 35% more damage 🙂 Smash/Lethal resistances are 15% higher and Energy/Negative resistance are minorly improved in exchange for minor degradations of Fire/Cold and Toxic resistances Not necessarily something I would have built but then you shouldn't be listening to me anyway. 🤪
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More of a proof of concept (and following limitations I put on myself regarding not using purples, superior, or Winter IOs) but does manage to hit S/L/E and barely miss Ranged Defense cap (see edit). So you could obviously increase global recharge and possibly pick up some additional slots to spend with alternative slotting. Adrenal Booster's long recharge means Gaussian should proc every time you use it but that will only be every 3.5 minutes roughly. And the build keeps the single target melee attacks. Of course there are tradeoffs. For example S/L resistances.... Edit: Noticed had Hail of Bullet's defense boost turned on. Fixed that and adjusted slotting to bring Ranged defense back up to 1.42% short of cap.
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I realize you were not trying to be exhaustive but probably also worth noting that defensively Electrical comes with unshakeable Endurance and Recovery debuff resistance and solid recharge debuff resistance compared to Fire's solid Endurance debuff resistance and anemic Recharge and Run debuff resistances. And while Fire most assuredly gives better offense, it is easy to overlook that Electrical gives better +Recharge and endurance recovery by which to use those faster attacks.
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Which Full Theme primary/secondary set would you enjoy the most?
Erratic1 replied to ninja surprise's topic in Tanker
I have never done matching sets either. Resist the siren's call of matched sets. DO NOT GIVE UP YOUR PURITY! -
Just finished hammering out a (probably stupid) build for a Bio/DM Tanker that I am about to hit the Test Server to try out.
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Or do what I do which is run in Efficient mode and literally never have to stop swinging...ever...for any reason. It ups regen, recovery, and endurance cost reduction. Not as much of a defensive boost as Defensive and the boost to output is not as immediate as Offensive but a little bit of both.
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As the player of an SS/Bio brute, I am curious what would make Bio better for scrappers and tankers.
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Bio best practices says if you're in a crowd pop Parasitic Aura so bad things DO NOT happen to you. However I often ignore best practices.
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Back in this post I put forth the costume for my Fire/Bio sentinel Mind Blaze. While I liked the costume I still was not completely satisfied with it. It seemed a bit disconnected from the character theme of psychoplasmic flames (physical flames manifested from one's psyche), the colors being too light. Purple (for the psychic) and orange (for the flames) are not the easiest colors to work with. Metamorpho from DC comics pulls it off because I suspect because one is too distracted by the character's physical nature to be pulled into the fact you're looking at orange and purple together. But I really wanted to suggest orange welling up from purple for flames from the mind. I think I have finally come to a costume that does what I intended:
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Use the test server. Test the build I gave for StJ/Nin. See if that works for you.
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My thought is the opposite. PUGs aren't running +0x1. Groups you face will be big and last long enough that you're not only going to get mileage out of Fury compared to Tankers but out of your survivability compared to Scrappers.
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The other reason to make a Brute is the are drop dead sexy. I'm not going to tell him otherwise. I like my teeth firmly in my mouth.
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For Rad Melee I ended up dropping Proton Sweep (miserable power) and skipped Devastating Blow due to its excessive animation time, taking Cross Punch to fill (well overfill) the hole left by not having Proton Sweep. Hmmm...wonder if you could get Savage/Bio to a point where you live in Offensive stance? Your F/C/N/E/ T/P resistances would not be good but that is what you have F/C/N/E Defense and Ablative Carapace for.
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The raw values of the secondary armor set powers do not change between Brutes and Scrappers though Brutes will have more health and of course there is fury. So they probably are in a better position in the early part of the game. But a few hours of just regular play will take you out of those levels. What holds my attention is the idea of a planned build unfolding and coming together so regardless of AT I am likely to make it to at least level 30, particularly if I can feel them ramping to my hoped potential through their teens and 20s. As a project, I am trying to make a, "The <fill in AT name" roster of characters for myself. So, "The Brute", "The Scrapper", "The Blaster" and so on. Not the only character of the AT I would play but the one that brings me that special joy in how well they work. I was dithering over two Scrapper builds and finally got around to using the Test Server to test builds without investing in fully levelling and IO'ing them out to find out if they worked as expected. But I have both characters sitting in the mid-30s due to seeing them progress in effectiveness as described above. The StJ/Nin I made was crazily effective with me starting testing at +2x4, moving to +3x6 when that did not prove to be a problem, then moving to +4x8 when +3x6 proved not to be a problem. That is with no incarnate powers and no purple, superior, or Winter IOs. His area damage is lacking compared to the character currently filling The Brute slot (my SS/Bio brute who adds Cross Punch and Stalagmites to Foot Stomp ) but the single target damage...OMGWTFBBQsauce!
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Its not just about the cap, but the damage scale. Starting with a lower base of damage lowers the impact of having a higher cap.
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I made a Savage/Energy Aura scrapper at one point which not only has the same access to healing and endurance but has an aura that boosts Recharge based on the number of nearby foes. I may have to consider remaking him as a brute.
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A little over two seeks ago I needed a break from working on my latest Tanker and despite having a number of other characters who are not yet 50 I decided to add to my load making a scrapper to try out a couple of sets I had never played before--Street Justice and Ninjitsu. I was not completely sold on Ninjitsu and could have easily defaulted to a secondary like Shield or Energy Aura but decided after carefully looking it over to give it a whirl. Quickly I discovered you could crit from stealth. Not as powerful as playing a stalker and nothing major given it can only happen every 20s and once you're in combat you're not going to be doing it again until your next fight, but still nifty. Well, nifty unless your evil clone pulls the move on you: In any event, he quickly got up to the mid-30s and was feeling a little bit more squishy and endurance hoggish. Not too bad but I figured I could give him a break, grind out a package of influence on my favorite brute, and touch him up with some IOs to address those issues. While doing that, due to the thread on builds for a newbie I created a DM/Bio scrapper to test out the suggestion I had made. (See how I end up with so many characters?) From the start the DM/Bio's damage was crazy. On the other hand, having negative resistances at low level was extremely unhealthy. Things got better once I grabbed Tough and realized the usefulness of using Ablative Carapace to soak up damage while saturating Soul Drain and going to town. He also got into the 30s, just a few level behind the StJ/Nin, before I got back to grinding out the influence package I had wanted for the StJ/Nin. Until today (tomorrow by the time you read this) I had never made use of the Test Server but I got to thinking about my first two first two IO'd characters. They aren't bad but they aren't great. My third worked out far better, but the memory of the first two had me questioning if I had really learned much or just gotten lucky. Why not test them out if the only cost to doing so was the time to transfer and equip them? Up first was the StJ/Nin. His performance was considerably more than I expected. First at normal, just to see how he played with the planned build. Then at +2x4...no problem...then +3x6...no problem...then +4x8...amazingly still no problem. Now, those tests were not exactly against hard targets as each was The Council. But after my experiences with theDM/Bio, I would come back and try Arachnos and Carnival and they two were no great problem at +4x8. I should probably mention, I am no build god and what I crafted fits my cheapie nature--no purple IOs, no superior sets, no Winter sets. Just stuff I can hope to afford. So getting a character to handle anything at +4x8, no incarnate abilities was a small miracle to me. I was feeling good. So I decided to take the DM/Bio for a spin after upping him to 50 and IO'ing him according to plan. Same progression as before and not really bad. Then I tried the Carnival at +3x6. Not so carefree. In fact, repeated dirt naps. The damage was great but survival was not. Arachnos were so unpleasant the only way I completed the mission was by some serious elevator scumming. His design has him with sub-capped F/C/E/N (low 40s) and roughly 70'ish Resistance in Offensive stance. It seemed that my plan to renew Ablative Carapace every 35s, while useful, was not sufficient. He was okay when Parasitic Aura was popped but that power lasts 45s and has a recharge of 160s on the build. And there is no way to actually make it perma, even at max recharge. His poor performance is why I went back and tested the first scrapper on Carnival and Arachnos. I should have been happy, I not only had a build that was solid but it was on the character I had been planning on focusing on. Still, the second character's defeats nagged me because while the first one could stand in a crowd and work them down, the first one, when not dirt napping, melted crowds. While fooling around in Mid's to see if there were any changes I could make, I noticed that Defensive stance upped the character's defense values. Not as high as on the StJ/Nin who is in his 50s, but to the high 40s. But that was going the opposite direction as what drove considering the character in the first place--being in Offensive stance. Defensive levies a 25% damage penalty in exchange for its increased defense values. The problem here was me. I had gotten used to my SS/Bio brute, who lives in Efficient stance under the notion that never running out of endurance means endless fighting--something he is quite capable of. With the Scrapper I had to accept that living in one stance was not going to get me where I wanted. And Soul Drain is the tool for offsetting the Defensive stance penalty. So I went back against Arachnos and Carnival heading into spawns in Defensive stance, popping Soul Drain to offset its penalty and then some, melting a chunk of them, then being able to switch to Offensive once numbers had come down some. And it worked, at least on +3x6. Still not bold enough to try +4x8 but he does not feel like a failure. All of this to extol the usefulness of testing to those, who like I until now, had not used the test server. For those interested, the builds: Street Justice/Ninjitsu Dark Melee/Bio Armor
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Street Justice - Ninjitsu build, looking for critiques.
Erratic1 replied to RiskyKisses's topic in Scrapper
Made it to the Test Server (actually just logged out) for my first time ever and gave the build I posted a whirl. Oh my! Yeah, I only tested +4x8 on Council, but he was never under threat. Obviously Hydra, Carnival, and other nasties await. But the build was also not meant to be a finished one but a springboard. So I am quite happy to have something to work towards. -
Well, nobody is needed. The question to me is, "Am I having fun?" If not, the quesiton then becomes, "What can I do that is not going to cause someone else distress?" Though I will admit that some of the most fun I have had has been on oddball or incomplete (i.e. far short of 8 players) teams where you really have to figure out how to stretch everyone's abilities. Three person DFB is definitely interesting and I think I've managed a full badge run with only four before.