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Jaegernault

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  1. The resistance rebuff is active, tho after a few hundred VET levels I just build them all lol. the thinking was that at peak, I’m capping most stats a scrapper can reach and interface is based on hits, TW is slow as a chain so your not gonna be getting loads of stacks. With the diminishing returns on accuracy, damage, defence I decided if I was gonna be hitting something more then 3 times it’s probably tough so I’d want to lower its resistance. I think it’s like 2.5% per hit or something silly, but when your hitting your enemy for 1500 damage, it’s an extra 45 damage potentially per application. destiny and judgment get used the most tho. Hybrid for some reason affects judgment too so can boost it if needed. alpha was musculature as it’s a heavy damage bonus that’s hard to pass up. lore I like the Banished Parthenon, asthetics don’t play a part, the pet that’s immortal has a really nice PBAoE that will kill minions get fast in a large area. if I’m say clearing a factory and get to a room with 5-6 mobs and I just want to say hi to them all at once, I’ll use shadow meld and run in, I’ll use DNA on the first mob, destruction axe on the second, the PBaoE on the 3rd and drop the pets on the 4th, the 5th is the one nearest the door who come by proxy. Argo cap means they won’t all come at once but as you kil them fast, they will remember the Argo and suddenly come join. Soon as they are chaining up as a line, using judgment will clear a load of minions and force most of the room to converge at once so I’ll get maybe 10 bosses at once to take out. My son has taken an interest in playing so I’m playing with them just now and yesterday I played for maybe an hour and even at VET 344 I gained 4 levels… if I hadn’t stopped playing god knows what level I’d be lol
  2. I think I’m parked on excelcior server just now, tho I have been floating round lol
  3. Only target bosses, your AoE will kill everything else. I poped on and did a bank mission this afternoon, not done one in near 3 years and Ghost Widow tried it on with me! She only appeared as a lvl 53 AV but she still got her butt kicked.
  4. Its funny, this thread is ancient now, written for a version of the game that no longer really exists yet it sill keeps getting dragged up every so often 😄
  5. If anyone tends to play at UK time I’m happy to kills things with company.
  6. It’s the superior version of the unique set that lets the scrapper outperform the brute on sustainable damage reliably. Your able to accurately hit your target for 1200 damage on demand.
  7. Yes, quite substantially I believe. Getting the set is there he hard part, evolving them is easy
  8. Battle axe is similar but I believe it’s pure lethal from memory. i use my TW/Bio scrapper for everything. My farm of choice is Pandora’s box flashback. Takes about 90m, get 5+ levels and 20m inf from kills alone. no character can outpace everything at anything, but you can give everything a run for it’s money. With this specific combo you can last as long as a tank of the same set and put damage out greater then a brute eating red inspirations. You can’t judge the brutes performance at capped damage as if they spent that long on inspiration management you wouldn’t be attacking efficiently. im not sure my current build is any different but I can screenshot what its currently at if you like. Incase I did tweet anything, but any tweeks I did were very much min/maxing for my play style
  9. Yea, you dont see superman taking the hits while green arrow sits at the back shooting them! I just logged on to play for an hour, did the Pandora Part 5 flashback on +4*8, soooo much vengeance from nemesis, levelled up 4 times though haha. made 18m from kills, not counting any salvage. I did have to call my incarnate pets in the lab mission.
  10. Clearly you play Bio armour a lot with the comment about if you see your health move your in deep sh&t already lol. when I played, I relied 100% on absorb, the health was rarely touched, damage taken badges are all I’m lacking as absorb doesn’t or at least didn’t count. I’ve used the proc bomb move on DNA as well, and your right, it’s got a decent effect, maybe more so as I think they added new sets that interface with it. I’m not a massive fan of maybe damage. I like to know the number of hits a boss can take so I can chain the attack and on the last one change targets mid animation to keep the momentum going. It’s also very satisfying to take out a lvl 54 fake nemesis before they can activate the shield by planning your last attack to be a build up critical. swapping DNA to a damage proc will defiantly give you a tad more damage, I find TWs overkill damage is usually enough to kill things at any level and having the DNA is handy as a top up for recovery if some nasty critter sucks up your power, canaries are bad for it. In general combat endurance never really moves tho. Against normal armoured enemy that variety of damage from prices will help melt them down tho. alas with all builds I had to compromise to suite the missions that I liked the most. khans TF, ITF, Market TF, the Nemesis Trial and Eden. main things in those are defence debuffs, endurance drains and to hit buffs. i also ran them all at max level usually solo or maybe a duo as there wasn’t many wanting to do them at the time so the self reliance was important, inspirations are like steroids, if you use them constantly you get a false sense of power.
  11. You’re totally right on shadow meld. As a panic button it’s a suicide power. It’s 3m activation time prevents powers being used, it doesn’t stop movement however. It’s cool-down is very fast if on constant combat too. ill hit it when im running into a mob, sometimes ill even leap and hit it mid air. Either way, you want its activation to be over WHEN you arrive. If it’s a tough fight you may need to hit it twice in one mob, if you went over the Argo cap and have a stream coming, but hopefully the DPS in comming is staggering by then. Sony try to put it on auto tho or you will die, it will also never go off when you want it. I can’t remember it’s time stats but it can be on a lot. But it’s basically for fighting the nasty enemy as it gives you that buffer on defence. Bio has one major weakness it tries to fill, cascade defence failure. Basically if your being hit by 20 enemy a second, on average 1 will get lucky each time. But if their attack lowers defence, the next round won’t be as forgiving and maybe 3 get trough. Then 10, and within 2-3 seconds your at -100% defence. 2 main things do this debuff regularly, lethal damage from swords and bullets and energy attacks from BP and Nictus. So you use the buffer to give you an extra few seconds to even the numbers out. for reference, my character is minimum height, heavy build dressed like Chucky with a very large sword with an aura making it drop blood. So against most enemy he is waist height and looks like he is cutting their legs out. Makes the KD look more entertaining. i might get on and play again for a while, see if anything is changing. I was hoping they would finish the other 5 incarnate powers to add some new end content as there is little left do do after soo long lol.
  12. Normally yes, but absorb shields can’t be regenerated over time, only restarted. So if you have a 1500 shield and take 2000 damage, only 500 of that went through. it’s also too easy to hit the HP cap. Unless they massively altered it. The build is was almost at that cap for a scrapper already, incarnates I believe hit the cap. interesting side note, not all enemy recognise the absorb shield in the newer power sets. Hamidon for instance will kill you and leave the shield at 100%. The giant walker you fight in that lvl 40 TF, can’t remember its name now, but it’s attacks lower your max HP by a percentage, last time I did I it I have 100% health but 1hp. It was quite funny.
  13. When I first started playing back in the Glory Days when it was a monthly subscription, the kings where Fire Kinetics Controllers. They would clear mobs of +4*8 enemy in 2-3 seconds by targeting the the boss in each mob and letting AoE to all the damage. They could only do this if they fully committed to the attack, as they needed FS immediately and then needed a tough target for transference (transference on a dead target could be fatal) I always kept that style of play as survival is based on 3 core mechanics, Defence, Resistance and Regeneration. Regeneration: you heal faster then your hit, hard to do against +4*8 without some serious recharge. Long as you heal faster then your hit your golden. Resistance: You take all the damage but mitigate it, up to 75% of incoming damage can be ignored. essentially you can last 4 times longer then normal, couple with regeneration and you can give the Regen time to keep you full all the time. Defence: Defence is just you not getting hit, but when you are hit, it can REALLY Hurt. Defence is Soft-cap and Hard-cap, Soft-cap is your aim, anything above 45% Defence will make mobs your level miss you 95% of the time without external buffs. Hard-cap is impossible to reach solo without eating inspirations but is essentially an absorbing defence shield to soak up debuffs and To-hit buffs enemy have. Bio is a blend of all 3, not great at any straight off, but has potential in all 3. The build sits almost at the softcap as its idle, in combat you should be looking at 70% defence to everything which means your taking 5% of the incoming damage in an ideal world. Bad luck is a thing though so you will usually get hit hit hot by multiple Alpha strikes unless your very unlucky. I've had GW at lvl 54 miss me 6 times in a row. The odd time you get hit your armour either has an absorb shield on you or plain regenerates your health like you have instant regeneration. Just like the Fire Kin controllers of old, it wont work unless your neck deep in it, all the buffs need bodies, dead ones will work but live ones are much better. Run in, pop your T9 Bio and soak up a huge Absorb shield then whale on them. if they are really lucky, you have a second absorb shield to use, if that isnt enough you have a PBAoE heal to use that works on living and dead. TW has a ton of Knockdown, I like to think of it like this, every time they are knocked over, you have 100% defence to anything from that enemy for about 2 seconds as they cant fight on their backs. Ramming a sword through their chest will make that permanent, and TW has KD in almost every attack, which also makes it suitable for some cheeky force feedback +100% recharge. This means the more you attach, the faster your powers recharge. There are few enemy that can overpower the system. notable ones are Canaries, PPD and Banished Parthenon if several masks are able to toggle you at once. Best defence to them, crush em fast!
  14. Great to hear, if your fast you can actually start an attack after jaunts teleport and then use it again before the animation ends so it looks like your moving soo fast they can’t see you! Alas for jaunts 3 teleport cooldown rule
  15. The build hasn’t actually changed, I tried updating it with things that appeared but none fit as well. The designer build for Mids is still accurate. The build relies on 35-38% defence to everything as its baseline. Since it kills most groups in 3-5 seconds there isn’t much retaliation. if your going against enemy that can debuff, using shadow meld puts the defence into the 70% meaning you are essentially untouchable for the duration. Buy the time it wears off you’ve already full charged your absorb shield and most likely killed everything. By the time you get to the next group it’s recharged. last I checked there weren’t any superiors sets available. Getting recharge up is a high priority as it allows perma haste, makes the attacks fast and lets you almost attack the absorb shield. the cost of the build is situational. When I build it, it cost about 1 billion, but I used merits for a lot of sets as well as seasonal events. I also had a substantial supply of IO sets saved up. If people are being mean with pricing your looking at 2-3 billion for everything, getting it to a functional level your about 800m
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