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Nightmarer

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Posts posted by Nightmarer

  1. On 3/30/2024 at 12:49 PM, ryokoryu said:

    so, for soloing I have an idea that I am not quite to yet.  Setting up about a half-dozen tripmines then fold space or wormhole the lot of enemies into them.  Is it worth the setup time A and how much recharge do I need to make it viable B

    Both! :) 

    • Thumbs Up 1
  2. On 3/1/2024 at 4:28 AM, TECHWON said:

    can usually sometimes be a dom thing with endurance things at times. I always try compensate with fully 6 slotting my stamina 

    Permadom and Ageless Destiny will sort your end problems much better than 6 slotting Stamina.

  3. 23 hours ago, Frosticus said:

    I think it is as clicky as you make it.

    Fair enough. As I said, I'll give it a go, I just don't have high hopes on it since I find the previous sets released entirely made by the Homecoming team, are way too mandatory of a determined playstyle and so far, it has not suited me.

    • Thumbs Up 2
  4. 2 hours ago, ShinMagmus said:

    Yeah I feel like this set is workable enough for happiness now.  It's more annoying and click-heavy to play than a set with an AoE Immob, but you still get a similar result after clicking 3-4 times.  Like any of the Sleep sets, it can become stronger in calculated solo gameplay than it will be on teams: only because you have the option (mostly as a Dom) of nuking down the hardest targets one at a time while everyone else is perma-slept.  That's not fast, but it is safe.

    Unfortunately for me (this is just MY opinion), these features you describe are exactly what will prevent me from playing this set. Will try it, of course, but if it is clicky set, will most likely delete the char sooner or later.

  5. Kinda like when they blame Trick Arrow Defenders for letting teammates die, they don't understand there's no such thing as "Healing Arrow". I wouldn't allow them to bother me like that and would probably just quit team, for my own peace of mind because, if I get started, next thing is that I will get reported and banned.

     

    • Haha 1
  6. 17 hours ago, Rudra said:

    It failed every time I tried it. And when I asked about it, was informed it failed every time by others. So while I'm glad it worked for you, the likelihood of it failing means it should be avoided. Like @Riverdusk said.

    Sorry it does not work for you, I've had my fair share of failed respecs but not because having pending lvls, in fact, I did one on Saturday, at lvl 10 chose the wrong travel power so I stopped lvling, used the newly granted respec until lvl 10 again and then kept lvling at trainer until lvl 17.

  7. 8 hours ago, Ironblade said:

    Don't forget Hamidon.  Everlasting fights Hamidon multiple times per day and does it twice each time.  Two back-to-back defeats will net you 120 merits in about 15 minutes.  You would then need to switch to another character if you want the 120 again on the same day.

    Exactly, plenty of merits around. The adjustment lower lvl TFs need is to make them fun so hopefully ppl will find doing them more attractive than sitting idle at the door on a fire farm

  8. I'd like to see a few TF's revamped and made fun, that'd make people worry far less about Merits. Citadel is painful, but Synapse is far more painful. Numina is also boring with those time wasting hunts and stuff. I'd like to see the three of them only available in Ouroboros and replaced by much better versions, fun versions. Merits are secondary, for merits, Tinpex can be sped daily as well as ITF all three can be completed in less than an hour for 106 merits, throw in MLTF and LGTF which can also be really fast with the right team and allow lower TFs for people levelling outside PD farms (which seem to be the minority tbh) to have fun.

  9. Ok, maybe I am wrong but, for what I've read, many people state that Arsenal Control does not have Synergy with Arsenal Assault. So, two heavily linked thematic sets that do not share synergy, shouldn't that be enoough to review at least one of the sets if not both in depth?

     

    Just my 2 cents

    • Like 2
  10. Basically, on Shield you are protected to all positional defenses, can get decent S/L resistance and a decent dmg boost plus an in-built AoE attack that unfortunately does not crit and since it is treated by the game as a "pseudo-pet", procs are not worth using in it.

     

    With Bio, you want to softcap to exotic dmg (nrg / neg / fire / cold) and max on s/l dmg res. you got a better dmg boost than shield (in offensive adaptation) and a decent res to toxic dmg and the possibility of changing to an end efficient mode or even to a tank(ish) mode. Plus you get a self heal that with enough procs and be also a good AoE attack.

     

    Both are excellent sets, I nowadays prefer Bio because for some reason, can't stand anymore the interruptions caused by the mez powers in shield, sr and nin.

    • Thanks 1
  11. Ah well, I'd go for something like this anyway, sacrificing Ball Lightning but capped resistances (except negative, toxic and psionic as usual), capped S/L and Melee def and perma-hasten (with Ageless in Destiny slot). I hope it helps.

     

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  12. On 11/26/2023 at 9:02 AM, Zale_Unda said:

    Pretty much what the title says. I am working on a Dual Blade/Electric Armor/Mu Mastery scrapper and was wanting help in improving my current build. Any help is appreciated.

    2 Scrapper (Dual Blades - Electric Armor).mbd 42.44 kB · 14 downloads

    What are you looking for exactly? I would change quite a few things on that build but I'd be looking to softcap S/L Def and, since you capped resistances instead with no def (which is in my humble opinion much weaker, especially on a scrapper) not sure my proposed build would help you

  13. 7 minutes ago, Caulderone said:

    Not exactly.  45% is the best you can do against normal content.  Going up to 50% doesn't change things.  The minimum base to hit is 5% and the mobs are getting Accuracy bonuses to that minimum 5% to hit chance.

    +0 minion = 5% to hit

    +4 minion (1.4 acc) = 5*1.4 = 7% to hit

    +0 boss (1.3 acc) = 5*1.3 = 6.5% to hit

    +4 boss (1.4*1.3) = 5*1.82 = 9.1% to hit

    Once they get to +5, then they get +to hit bonuses, and then more defense might matter.

    So, the correct statement would be:  to floor a +4 AV you need 45% defense.  Their floor would be 5%*2.1 = 10.5% chance to hit you.

     

    Now, extra defense can help against defense debuffs to an extent.

     

    For Incarnate content, same deal except the softcap is 58.75% instead of 45% defense.

     

     

    Aha, now I get you, I keep mixing To Hit and Acc. Basically To Hit remains the same but since the +acc bonuses apply afterwards, for a +4 AV, there's no difference between 45% def and 55% def, their chance to hit will be 10.5% anyway and the extra def would only be helpful to counteract def debuffs.

     

    Did I understand correctly now?

  14. 13 minutes ago, Chelsea Rorec said:

    I tried to explain it to him but i didn't do it very well.

    He never believes me and it takes someone else on the forums before he realise what i said is correct.

    🤷‍♀️

    What you tried to explain me has NOTHING to do with that. You said literally that AV softcap is 55% (which as you just saw is bullshit) and also 45% was too low def for +1 and +2 foes which is also a pile of crap since foes to hit is 50% up to +5 lvls above you. There's a reason why i don't believe what you say, and that is it.

     

    So basically, to floor a +4 AV id' need around 50% def (not 55%) and any foes up to +5 lvls above me have exact same chance to hit (50%). All in all it is nothing like you said, but hey, keep gimping your builds to squeeze that unnecessary 10% def or more, your char, your decision.

  15. Hello,

     

    I wonder if you guys can help me clarify something. If I am not mistaken, for regular content, foes up to +5 lvls have 50% chance to hit you (with a few exceptions). That means that, taking into account that the game always keeps 5% chance to hit no matter what, defense softcap (no debuffs accounted) is 45%, that as far as I know has not changed. Does same math apply for EB's and AV's? I was under the impression it did, but I am being told that for EB's / AV's the softcap is 55%. I have a hard time believing that for EB's and I think it would be very stupid if AV's needed a higher def softcap, but it wouldn't be the first stupid thing old devs (hello Synapse) did.

     

    Can anyone please help me clarify?

     

     

    Thanks 🙂

     

    • Haha 1
  16. Invuln might fit if your space pirate is wearing some sort of armor, same goes for WP. I am particularly fond of DB/Inv though. Being Sci/Fi based, DB/Elec might work too as a concept and I bet that is a mean toon. Obviously Ninjitsu is not to be considered since we're on pirates and not on ninjas. SR might fit the concept but I think Inv and WP are the ones that fill the concept the most and my favourite is DB/Inv.

  17. What are you trying to get with that build? 1.59 end/sec with half your toggles off, you took for some reason acrobatics and focused accuracy for not being able to afford any of them on. If you are looking for survivability, DA offers good survivability if you have the endurance required for it but not sure what are you after exactly here.

     

    I'd go for something like this, softcapped to melee and s/l dmg and an endrdx alpha slot, cardiac in this case since the acc seems ok (sorry, just realized your original build did not have Alpha slot yet for the heavy end usage).

     

    Anyway, my 2 cents.

     

    Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
    https://github.com/ImaginaryDevelopment/imaginary-hero-designer

    Click this DataLink to open the build!

    Level 50 Mutation Scrapper
    Primary Power Set: Savage Melee
    Secondary Power Set: Dark Armor
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Flight
    Ancillary Pool: Blaze Mastery

    Hero Profile:
    Level 1: Savage Strike -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(42), KntCmb-Dmg/Rchg(42), KntCmb-Dmg/EndRdx/Rchg(42), TchofDth-Acc/Dmg/EndRdx(43), TchofDth-Acc/Dmg(48)
    Level 1: Dark Embrace -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(5), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9)
    Level 2: Shred -- Obl-Dmg(A), Obl-Acc/Rchg(25), Obl-Dmg/Rchg(31), Obl-Acc/Dmg/Rchg(43), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-%Dam(48)
    Level 4: Murky Cloud -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(5), UnbGrd-Max HP%(7), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-ResDam(50), UnbGrd-ResDam/EndRdx(50)
    Level 6: Blood Thirst -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(31), RechRdx-I(48)
    Level 8: Vicious Slash -- SprScrStr-Rchg/+Crit(A), SprScrStr-Dmg/Rchg(25), SprScrStr-Acc/Dmg/Rchg(31), TchofDth-Acc/Dmg/EndRdx(34), TchofDth-Acc/Dmg(36), TchofDth-Dmg/EndRdx(36)
    Level 10: Obsidian Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(11), UnbGrd-ResDam/EndRdx(11), UnbGrd-Rchg/ResDam(13)
    Level 12: Combat Jumping -- Krm-ResKB(A), Ksm-ToHit+(13), LucoftheG-Def/Rchg+(15), ShlWal-ResDam/Re TP(15), Rct-ResDam%(50)
    Level 14: Super Jump -- BlsoftheZ-ResKB(A)
    Level 16: Dark Regeneration -- TchoftheN-Acc/EndRdx/Rchg(A), Prv-Absorb%(17), Prv-EndRdx/Rchg(17), DctWnd-EndRdx/Rchg(19), Mlt-Acc/EndRdx(19), ScrDrv-Acc/Rchg(39)
    Level 18: Rending Flurry -- Obl-Dmg(A), Obl-Acc/Rchg(40), Obl-Dmg/Rchg(40), Obl-Acc/Dmg/Rchg(40), Obl-Acc/Dmg/EndRdx/Rchg(46), Obl-%Dam(46)
    Level 20: Death Shroud -- SprScrStr-Acc/Dmg/EndRdx/Rchg(A), SprScrStr-Acc/Dmg(21), SprScrStr-Dmg/EndRdx/Rchg(21), Mlt-Acc/EndRdx(39), Mlt-Acc/Dmg/EndRdx(39)
    Level 22: Cloak of Darkness -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(23), LucoftheG-Def/EndRdx/Rchg(37)
    Level 24: Boxing -- Empty(A)
    Level 26: Tough -- RctArm-EndRdx(A), RctArm-ResDam(27), RctArm-ResDam/EndRdx(27), RctArm-ResDam/EndRdx/Rchg(37)
    Level 28: Cloak of Fear -- SphIns-Acc/EndRdx/Rchg(A), SphIns-ToHitDeb(29), SphIns-Acc/ToHitDeb(29), SphIns-Acc/Rchg(36), SphIns-ToHitDeb/EndRdx/Rchg(37)
    Level 30: Weave -- LucoftheG-Def/Rchg+(A)
    Level 32: Savage Leap -- Obl-Dmg(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(34)
    Level 35: Oppressive Gloom -- HO:Endo(A)
    Level 38: Char -- Acc-I(A)
    Level 41: Melt Armor -- Acc-I(A)
    Level 44: Fire Ball -- Rgn-Dmg/EndRdx(A), Rgn-Dmg(45), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(46)
    Level 47: Soul Transfer -- RechRdx-I(A)
    Level 49: Hover -- LucoftheG-Def/Rchg+(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 -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrc-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3)
    Level 1: Blood Frenzy
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 50: Cardiac Partial Core Revamp
    ------------

     

     

    *Edit 2* Personally, I wouldn't have split the Scrapper ATO set, I would have softcapped to Melee and leave S/L around 40 / 42%, it just looked shinier if both Melee and S/L were softcapped

     

     

     

  18. My personal favourites for Claws are Claws/Fire and Claws/Inv for scrappers. The all time favourite though is Claws/DA but that one has to be on a stalker. Claws/Fire is hard to handle at the start and you need to put a lot of sets to make it truly shine but, oh man, once things click in place, that is a truly awesome combo. Back in the day, Brute forums were quite active praising the excellences of claws/elec brutes so I guess a claws/elec scrapper could also be good.

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