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roleki

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roleki last won the day on August 22 2022

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  1. Listen, I'm just a simple caveman. I fell in some ice, and later got thawed out by your scientists. Your 'enhancements' frighten and confuse me. Sometimes the recommended slotting makes me want to get out of my BMW and run off into the hills or.. whatever.
  2. Wait wait wait, hold the phone. What do you mean by "slotting" enhancements?
  3. Check your pants. (Always helps me)
  4. We used to do instanced MSRs on Indom with a league of 12, and I'm talking runs that generate 1500 Vanguard Merits per person. Nobody ever brought a kin, because they're just not that good against anything that fights back. They're serviceable against +0 or anything that doesn't debuff your ToHit, but opast that, they're 0 trick ponies.
  5. Seconding Fire/TA. Massive debuffs, huge, fast-recharging AoEs, it's almost all ranged (aside from the nuke out of Fire) and therefore super cheap to kit out to nigh-invincibility. If the mission is to kill a bunch of stuff with a corruptor, I'm bringing one of my Fire/TAs.
  6. So wait a second, because The AMAZING HC COMMUNITY was harassing people whose characters were farmed-up, and the solution, instead of telling the AMAZING HC COMMUNITY to actually be THE AMAZING HC COMMUNITY the solution was - buttfugging.the UI? Brilliant!
  7. Of the ones you listed, Claws/Bio and Claws/Ninjitsu are both very survivable; I'm partial to Claws/Bio but I think more people should give Ninjitsu a try, it's really nice on a scrapper. All that said, my favorite Claws character is Claws/Willpower, which is basically just three buttons and is great if you often find yourself at diminished capacity.
  8. ST holds usually don't do a lot of damage and the Hold set bonuses aren't always that great, so if I have room to do so, I usually put 4x Basilisk Gaze and both +Hold procs in the ST hold. I don't so much care that one or the other fires off, it's just nice that one or the other usually does. Good for holding drop ships or saving friends who are squishable.
  9. FF+Rech on 3 powers is effectively perma FF+Rech in combat. If you slot FF+Rech in more than 3 powers, you stupid when you do that, just some English pig with no brain at all you know... all bad. You do that, you go to the box, you know, two minutes by yourself, and you feel shame, you know. And then you get free.
  10. I usually build to solo at (or as near as possible to) 4/8, so it mostly doesn't matter if 6 of my 7 teammates are just farts in a bubble. If the team/league lead is a buho, then there's potential for an issue.
  11. There are many high level enemies that are resistant to KB/KD but minions and lieutenants are usually susceptible, even at +4. I have a Battle Axe/Shield scrapper that gets a lot of mileage out of KD; I also get decent KD mileage out of Spines/Bio with (can't remember if it was Quills or Genetic Contamination) slotted with Superior Avalanche.
  12. Axe/Shield is a nice combo for the AoE KD and AoE 'tractor beam' or whatever; knock everyone into bolivian then schwooop! they're all collected at my feet again. Spines/ is decent for keeping runners from scooting out, thanks to the slows.
  13. I think (think) that while base storage is sorted alphabetically, it is stored in the order which it was added, and if you remove something that was put in earlier than what else is on screen, it re-organizes the list. At least, that's what it looks like it's doing.
  14. I run /Bio Scrappers street hunting in Cimerora all the time; they aren't as sturdy as Shield or Invuln, but Bio has all the tools it needs to survive -Def. In fact, my biggest hassle with those Temu Romans is -ToHit, so I've got a macro to make +ToHit inspirations and try to keep above 90 at all times.
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