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Jaegernault

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Posts posted by Jaegernault

  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. 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. 

  3. 2 hours ago, Chrona Blaze said:

    @Jaegernault

    Do the Superior versions you slot in your build really perform better that their non superior versions? 

    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 😄

  4. 3 minutes ago, Jaegernault said:

    Yes,  quite substantially I believe. Getting the set is there he hard part, evolving them is easy

    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.

  5. 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

    • Like 1
  6.  

    1 hour ago, SomeGuy said:

     

    Yeah. My first 50 was a regen scrapper back in Issue 4. I learned how to joust, so to speak, because of that player. LOS and all that jazz. And planning before jumping in to mobs. GTFO of dodge isn't something I'm opposed to doing on any toon I play.

     

    With that said...I value killing something before it can kill me QUITE a lot. If it's dead it can't hit you. I want enough survivability, then I build to eek out damage after that. If I wanted to bore something to death I'd main a tanker and put brawl on auto.

    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.

  7. 2 hours ago, SomeGuy said:

    I'm really concerned at the pondering of a power with a 3s activation time being considered a panic button. Or ctrl-clicking it.

     

    Pop SM, go in, start whacking things. Either they're dead or flopping around due to all the KD that TW gives. Might have to fire off a heal if something gets through and gets an unfortunate 5% chance to-hit in.

     

    Granted, I am very much reading playstyles are way different then mine.

    I like to blow stuff up and move on to the next bags of XP and drops.

    For example, I don't slot DNA Siphon for healing. I proc bomb it for an early AOE that is VERY effective.

     

    SM, DNA, PA, start whacking. Collect rewards.

     

    Either way, be like batman. Plan ahead. Assume you are going to be taking all the alpha. When you are playing Bio, things go sideways FAST. If your HP bar starts moving in the wrong direction, it's normally already to late.

     

     


    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.

     

     

  8. 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.

  9. 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. 

  10. 9 minutes ago, Chrona Blaze said:

    I'm still learning it! It reminds me of combat teleport. I have a dp/sr sentinel that would combat port into a mob, kill many and use fold space to bring back the runners.

     

    I'm slowly adapting to your play style of offensive bio mode. Not quite there yet. I still test the mobs out in defence toggle before I commit to offense haha

     

    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!

     

     

  11. 5 hours ago, Last Vanguard said:

    I currently run Jaegs build on Excelsior as Last Vanguard. Very pricey build, but seeing that wall of orange and red numbers after hits...worth every penny! And I love jaunting around! Long live this thread!

     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 

    • Like 1
  12. 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

    • Thumbs Up 1
  13. 9 hours ago, Saiyajinzoningen said:

    RISE FROM YOUR GRAVE!

     

    <uses foul necromancy to raise a well worn thread>

     

    Does anyone know off hand if these builds are still viable considering they are pre-TW nerf?

    sorry for the inconvenience

    The Nerf actually didn't apply much too the build. The biggest impact was the range reduction on the PBAoE.

     

    I ran a few missions the other week and still went at +4*8 in PI doing random Radio Missions. The new enemy power alterations were more of an issue then the build. I had to actually use all the defensive powers against Malta as they seemed tougher and had new powers. Council seemed to have some tweak's too but nothing that wasn't compensated for.

     

    You need to remember that builds are made for a play style. This build is 100% optimal for me. If someone has a similar play style to me it will be the same, If you play differently and favour different powers, it will be a different outcome. There are other Min/Max builds for this combo out there that might get 5-10% more on 1-2 stats, but they sacrifice a lot imo to gain that minor boost. I don't believe in changing builds to fight different enemy, this build is the same for any enemy at any level from Ouroboros.

     

    I do still watch this threat if you have any questions, tho its fairly dead most of the time, but feel free to msg me if you want any specific info:)

     

  14. I’m experimenting with this combo as well.

     

    https://www.midsreborn.com/builds/download.php?uc=1457&c=669&a=1338&f=HEX&dc=78DA65934973124114C767C2200621888084202290040261335EDCCA2D60A950A2A8571CA1813104A801AB926FE15A5E4CE25AA547FD18AE5FC07D29BD443D78D0D3F898F75A8899AAE147BFF5DF6FBAF30BB3966A357B5010478E34E44EA7542CAB72BBCD54635EAE2965A1F798E0F5727B29CF1A8C25324DA6D6167111FCE79B6555D6ECB0C461A5553AA9D6E4A6522E1D52E75BAA602DB45A8D4456A9D5BB4AB366D657C5366315A7FE37B300E9CA3C6B76E5AED26ADA74638EC915A676EA4ADB93692BE544B12B37E6A04BB175A951CACB9D2E53174741DB24BC4B51F81175B99A51A802D292305423D69192828C5F44A6E790AF4383C969030627911B52C419E4C69D443764F82461193A8B3C597C8A4EF333E273A4E505F12572E415F20D743650F290E11B3957919B6F0EE97C0B41460A928C59721E456E394E3C8174BA449D2B20CBC42B9B62B8512771EB23AC7C1B8286B9F6E1F3123A65E4E805621939562132E43B90B5899235110E89951682750CDB7C80081B2F6F3B85C2B69D261691DBCF10CF12CF21EF82363BDFB57D370ADEB187B897B80F19D88FFC081D1D94243AFEE04802BF9006D0E822A7C195C2368134323443DC859420D8CDDBBB69E8211AFAF831220D7F9C867E0F347B7892278C9A2623C4296214198E213F81662FD7ECA52F14260641868F3B7DFF39EF433B3F9FAFFF327E96A92BC4ABC46BC8E875E20DE467681BE4C9C15BE45C424E2F130FE006A757701DBF83FC02C9135CD604C989130B202BC2CF42C48B15BE0262DC187B8891BF2D829010685E091A7292869CA4E12669B8692A6F8791A478EF14773AE95449027FB4DEB9D434C12FF56FB7965BEF2F48DC0D265137AD9AFB2914F5638D2980D2BEAF8FFBB9C64437F841B4DF557BDCBB377CF17E70F164F046F59F9C038A70F35FF2A1E803

     

    I went down a different approach though, since total Focus gives energy and a crit gives 2 charges, I work around maxing the crit chance. 
     

    I’ll start an attack with Total Focus to get my first charge.

    follow up with power crash for increased targets using that energy, then hit build up and another total focus, almost always critical hitting.

    I’ll then use 1 charge on Energy Transfer and the other on power crash to start it cycle over again.

     

    im still working on the finer mechanics but against level 53 enemy ET and TF deal anything from 800-1300 and 600-1000 respectively.

     

    if there are minions in the group I’ll slide in whirling hands that will usually be shot everything below boss.

     

    I’ve not built incarnates yet as only VET 2 lol. Defiantly a strong set and a fast chain of damage

  15. Gotta love a good back story! 
     

    TW has devastating recharge and animation times, titan sweep is an early game must for killing enemy until you have a full attach chain with recharge reduction.

     

    Bio is just take it when needed. Hasten early will help but don’t rush it if you don’t feel safe doing so.

     

    When it comes to missions, remember your mainly AoE so I’ll get more exp fighting enemy at -1 but on *8. Once your at 23, make it 0*8 and upgrade the rep as you feel secure. 
     

    in combat, especially early on, herd them so your cones cap the target limit and use inspirations to bolster your defence. This is temporary as in later levels you will have powers to do this, but the inspirations help levelling.

     

    im currently on holiday in excelsior server so feel free to join me if you see me on, character is Jaegernault. I tend to just fly through missions at +4*8 with anyone who wants a team, since it’s more fun then killing everything solo!

    • Thanks 1
  16. 1 hour ago, WindDemon21 said:

    FYI the recharge cap is 1/5 if a powers base rech so the absolute minimum recharge you can get build up to is 18 seconds...

     

    Most builds as well won't complete capped rech if they're going for defense as well (like you should with bio) so even with perma rech proc you're looking at more like 21s.

    Firstly, starting a post with FYI is a little rude. I wrote this post years ago, I assumed it was dead, it was resurrected yesterday and in the interested of helping someone i dug out my login to reply. I didnt sit there with a stop watch timing the encounters. When Im in combat, I NEVER am in a position waiting for buildup. Ill run into the mob, use the T9 secondary to create my absorb shield, target the biggest guy there, bit buildup, then with momentum, do my AOE, 2 Single targets and usually end with an AOE before buildup ends. Every minion is dead, most lieutenants are dead, and the first boss is dead, with the second one critically low. Thats not Mids, or speculation, thats playing the game and physically watching them go poof. Now with the hostility out the way, 

     

    Now, there is no "should" in CoH. Bio isnt a defense build and claiming it is either shows your very specific with what you choose to fight or just dont understand the basic mechanics. Its a hybrid with its unique selling point being Absorb Shield. It relies 100% on recharge bonus as if you can refresh your absorb shield constantly, your actual health is never touched. My main is vet 300+ something despite not being played in almost a year and he hasn't even got the first damage badge as his health pool is never touched in most fights even at +4*8 solo.

     

    Saying Bio is a Defense build is like saying Regen is a resistance build. Resistance is very handy but it aint gonna be your primary go to.

     

    I say its not a defense build for the following flaw. Little to no defense resistance, this leaves it vulnerable to cascade defense failure, this is especially apparent against Council and on an ITF. 

     

    What bio does have in its toolbox right off the bat is 2 very powerful absorb shields, basic defense, decent s/l resistance and some potential for crowd control. With a little work you can cap s/l resistance so most enemy cant 1 shot you if they get a lucky shot. 

     

    Think of defense like this, the enemy attacks and has a 1/10 chance to hit on strike 1. On strike 2, his chance is the same, same with 3, 4, 5.. etc. Now it you have 10 of them all taking shots, each one is still that 1/10 chance. while each role is exclusive, the odds quickly fall. Your goal is to keep the number of hits they swing to an ABSOLUTE minimum if your not sporting Defense Resistance. 

     

    Now here is something people tend to forget.. Defense is the ability to not be hit. For you not to take a hit, they either miss you or dont fire. We can easily hit 55% defense to everything with no specific defense build in mind. But 2-3 lucky hits and ur in low 30's at best. So we rely on the other version of defense. This being, KD. If they are on their asses they arnt able to attack. The animation for falling over and getting up is a good second or 2 at least. Your PBAoE is Knockdown.

     

    So think of this as a rough play through, you run in, fire your absorb shield, you now have a huge shield. You hit buildup, and PBAoE the mob. most of them are hit and immediately fall down. You whack the biggest guys twice before they even stand up, first one is dead, you end the combo with a second PBAoE and repeat on any remaining bosses without necessarily using buildup. each PBAoE is 100% defence to everything knocked over. Thats not a diminishing returns result, thats FACT. They cant shoot you. This simply mechanic allows you to become untouchable to most enemy as very few have sufficient KB protection. 

     

    There have been many updates to CoH, and a few attempts to nerf TW/BIO under the guise of its too OP. But every set is OP if used in a way that suits the players style. When I wrote this guide TW/Bio wasn't a common build. Even now, on the odd occasion I play, I dont see many. Yet I barely feel any difference to mine's performance even with so called nerfs to it.

     

    Its the same with every game, This guide was simply showing a way to exploit TW/Bio using my playstyle. others who play like or similar to me will find it useful, but its also to give inspiration for altering it to suit others styles. I cant pick up a blasters build from another player and immediately perform as well as them. Its all about adaptation.

     

    If this guide inspires someone to look at Bio and in the future when new gear appears think "hey, maybe this would work better in there now" that optimal. I was playing CoH when Rogue islands was a pipe dream. I dont expect this guide to be an APEX build for current meta, and would find it hilarious if no one had made improvements in all these years!

     

     

     

    • Like 1
  17. Gaussian would proc in tactics sure, and on a full team maybe a lot. BUT its an alpha strike tool. You want to choose when it will proc and be able to take advantage of it. TW is slow, you will get 2-3 attacks total from it if momentum is in effect. Buildup is up every 15 seconds on this completed build when in combat. It will almost always proc when solo. 

     

    This build was taking out all but the strongest enemy, without any outside tools. Reichman required envenomed daggers due to his excessive health pool, Romulus is faster with them but you can take him down all the same. The build was made to work like that solo, in a team you can move faster and go from Boss/EB to boss/EB constantly, taking the alpha strikes like a pro tank. 

    NOTE: Hamidon attacks bypass absorbtion, rendering BIO very weak. its not the builds failure, its just the mechanic and the way he is coded to attack players, going right for your health. 

  18. True, but both those effects have an accuracy check, usually related to Psi based attack styles. Ramping defense to Psi reduces the chances of them occuring, tactics reduces the effects they have when they do. Now, if you want to gripe over something you cant counter.. Phase Shift! Rularuu power that moves you out of phase for 30 seconds then drops you back into combat to get hammered hard. While you can prep for the return to normality, ive yet to find a way to reduce its chance to occur!

     

    I believe there is something in incarnates that will negate some of the fear effects too, at least some of the time.

  19. Ive just logged in for the first time in ages to check out the damage first hand. 1 mission on +4*8 solo.

     

    Playing the above build as intended, suitability was identical, my health never moved, I didnt even need to use Ablaitive Carapace. 

     

    Combat wise, it felt sluggish, the recharge was weird, it was faster but no longer as smooth.

     

    AoE damage:

    The PBAoE recharge was down to 2 seconds, which puts the AoE damage massively higher as its going off 3 times with buildup. Its range is lower so even though the sword is passing through enemy they arn't taking damage on the fringes, but as they walk in they die on the second or 3rd application. Arc of destruction is also up way more often, allowing 2 applications per buildup so stacking crits, again its overkill. The damage dropped about 15% but the attack speed is doubled. Essentially, you hit softer and more often, which puts the DPS higher, just looks daft. 

     

    Single Target damage.

    Single target attack chains are identical except you no longer need a filler due to recharge. Crushing blow now isn't needed as Arc of Destruction, Follow Through and Rend Armour overlap allowing flawless chains of control, albeit the impact damage per application is lower.

     

    An example;

    Pre-patch a purple boss chain would be...

    Arc of Destruction>Rend Armour>Followthrough>Crushing Blow --- if any of the crit, the 4th wasnt needed, and AoD gave the next 2 a high crit chance. Damage was roughly 30%>35%>35%+ over 8 seconds.

     

    Post Patch

    Arc of Destruction>Rend Armour>Arc of Destruction>Follow Through --- Now the damage was 25%>30%>25%>30%+. attack 1 does its base 25%, attack 2 has a high chance to do 60%, attack 3 has a decent chance to get in on the action doing another 50% and refreshing the attack for attack 4 to do another 60%. Basically the faster recharge lets you create an indefinite crit loop. 

     

    For a boss it was slightly slower post patch as pre, 3 attacks gave a tad overkill. now you are more likely to need the 4th attack and generate massive overkill. Should mean larger targets go down faster as you dont need a low damage attack filler, you can just go hell for metal with the big guns on a loop.

     

    Prognosis: The alteration was a political stunt. The set feels unbalanced now, the attacks dont flow, but you hit faster like running round with speedboost and a minor damage debuff. Bio augments everything the same. The set is still an S-Tier, so no doubt people will give a good moan they want it looking at again. Personally it was more refined before it was updated. NCSofts last unsoiled contribution is now snuffed away, bottoms up and enjoy the set!

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