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Double XP is active on all shards until October 21st
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Everything posted by roleki
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Building a new character with SO's and other tips
roleki replied to Diantane's topic in General Discussion
Wait wait wait, hold the phone. What do you mean by "slotting" enhancements? -
Check your pants. (Always helps me)
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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.
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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.
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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!
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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.
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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.
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Permahasten via Force Feedback (also Cross Punch)
roleki replied to Hero Star's topic in General Discussion
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. -
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.
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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.
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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.
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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.
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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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Why I think Corruptors are taking a back seat to Defenders
roleki replied to Solarverse's topic in General Discussion
I don't have time to read combat logs on my Corruptors because I'm too busy being awesome. Y'all can keep your Defenders that (checks notes) get an endurance discount if they suck at their job. -
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Thanks for the explanation, @Captain Fabulous! And dang it all, I was looking forward to hearing Riff Raff observing "You're wet" every time the flag got set.
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While researching what Corruptor primary I'd like to pair with Marine Affinity, I noticed that Storm Blast and Water Blast both have powers that apply the 'Wet' tag to targets, as does Marine Affinity. Does 'wet' mean anything, and if so, is there an advantage to pairing sets that produce WAP (Wet-Ass Paragonians)?
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You're not wrong, but in content that teams don't just steamroll through, EA Corruptors do pretty well because they spend the first half of combat chunking out buffs/debuffs, and once you've been through that tray, you start attacking during SCOURGE! time.
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Don't slot Gale for damage. Give it a FF+Rech and a KB:KD and spam the hell out of it.
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I understand this game is as complex as Factorio, but, as a community that prides itself on how far it can disappear up its own ass telling each other how great of a community it is, maybe instead of looking askance of these neophytes who were forced into early puberty by scummy farmers who hang out at the bus station waiting for new players to arrive, perhaps we could each of us guide these poor misused souls towards the sacred knowledge we learned the hard way, the RiGHT way, through bitter experience of doing it repeatedly with shit-eating smiles on our faces.
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The latter; recovery is by percentage of the whole; for instance, on this Brute I'm running right now, he recovers 3.30% per second, but he has 105 endurance so his recovery is actually 3.46/s instead of 3.30/s.
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Not only does Spines/Bio work well together, it wouldn't be out of place in a discussion of what's the most effective Scrapper combo. As others have said, it's a bit lackluster before you get DNA Siphon and Parasitic Aura, but after that it's just a perpetual murderball, probably one of my favorite scrappers to run, simply because dropping the Critical Strikes set in Ripper pretty much guarantees that Quills and Genetic Contamination will kill minions and lieutenants without my having to target them specifically unless my ToHit is debuffed or some craziness.
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Caltrops is an underrated power in general; the mobs go nuts trying to decide whether they are mad about the DoT or scared of the auto-hit Afraid, and if you throw a couple Slow enhancements in there, it slows their movement speed down to a crawl, meaning they take more DoT and Afraid effects than they would have if you have slotted for damage or whatever.