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Posts posted by roleki
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7 minutes ago, jprewitt73 said:
It's something specifically for the hero, Carlet Hocker. You wouldn't know them.
They're from Anada.
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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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21 hours ago, Flat Line said:
I’ve tried Energy drain with blasters and it starts to not work around level 40. Enemies often just regain too quickly.
What about knockdown on scrappers?
How does it hold up late game or vs +4 x8?I was thinking Battle Axe / Bio,
Any other Scrapper Knockdown set recommendations?
Maybe with IOs?
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. -
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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2 hours ago, Diantane said:
if the population keeps dropping and these team occurrences keep happening, I'm going to have to seek my "fun" elsewhere.
There's one person on the Transfer server, I think the OP might be serious.
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16 hours ago, PsychicKitty said:
Nah the corrupter archetype is in the back seat because when you play them you keep wondering why you are not killing things faster and why your powers take more energy and why you seam to die alot more then any other archtype.
That's then when you notice they have less health then everyone else...hmmm
The courage doing double damage doesn't seam to do the damagecit reports....hmmm
The powers should be able to help but their percentages seam to be super low....combat statistics showing your defensive power giving you barely 5 percent defense when your controller or dominator or defender or anyone else is getting 10 percent....hmm
It's why I refer to corruptors as a sidekick archtype.....specifically the side kicks that get into trouble and the main characters have to save all the time.
I highly encourage you to look at the combat statistics with them and notice the difference on their damage they do being reported by the game and the actual damage an enemy recieves
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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On 7/27/2024 at 5:15 PM, Psyonico said:
I think elected affinity is best on defenders or Masterminds because it's very click heavy, so you won't be blasting as much as other sets.
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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5 hours ago, Ukase said:
Puppy dog tails and rainbows
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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12 minutes ago, Story Archer said:
I'm trying to understand how Recovery rates work.
Let's say that I have 100 Endurance and normally recover 1 point/second, meaning that it takes 100 seconds to go from 0 to max.
If I increase my maximum Endurance to 105, do I still recover 1 point/second, meaning that it now takes 105 seconds to go from 0 to max, or do I now recover 1.05 points/second and still need only 100 seconds to go from 0 to max?
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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On 6/7/2024 at 9:57 AM, Antistita said:
I've never thought of Caltrops as anything but an annoyance power. I wonder how effective I can make it. Hmmm....
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.
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1 hour ago, Seed22 said:
Hey look! One of em took the bait. But seriously, a PSA for everyone out there: for YOU it may be about the journey, and that’s awesome! But remember, this isn’t a terribly active MMO developmentally speaking. The beginning that you keep praising? 20 years old at this point.
There aren’t that many new players I imagine who will look at it and go “oh boy this is great!” No, they’ll see how old and clunky and boring it is and either PL to 50 and run endgame/maybe some older stuff exemping, or quit.
Every bit of that. I played on Live from Issue 2 through Issue 16. I burned out on "the journey" back when "the journey" was stand around and wait for a tank to bless your team with its presence, you do THIS guy's Frostfire, then THIS guy's Frostfire, then THIS guy's Frostfire, and by the time YOUR Frostfire rolls around, everyone on the team has out-leveled it and is running to Atlas to train and log off, then you're stuck with a -3 Frostfire mission that nobody wants to do.
No thanks, I've journey'd quite enough.
Whoever is still enamored with "the journey" that's great, I don't begrudge them that. But just because THEY are still tickled pink every time their contact in AP tells them to go speak to someone in KR, only to be subsequently dispatched to the farthest fucking corner of Perez Park to get a gizmo, doesn't mean everyone SHOULD be excited for that - especially if they were originally burned out by this sequence of events before Fitness was Inherent and you didn't get your travel power until after you'd walked the entire length of Perez Park.We have each of us farted in the tub at one time and found it humorous, but fun as that is, many of us eventually move on to farting in the shower. You don't pull open my curtain and I will save some hot water for you.
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My advice? Don't take anyone's advice. These forums are filled with goons who would see you waste your time killing cranium rats for every fucking character, because they erroneously believe your time is as worthless as theirs and can't fathom why someone would want to skip the tedium that somehow still amuses them after 20 years.
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And if you go to cod.uberguy.net, you can peruse powersets by AT, and see which enhancement sets the individual powers will accept.
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20 hours ago, nihilii said:
It does roughly same base DPA as Chop, at range, can hit multiples, comes with 80% KD, can slot AoE procs (arma, fury).If you have lightning fast reflexes and manage ideal mob setups at all times, or mostly care about ST DPS, there can be a point to stick to super high recharge Swoop -> Gash -> Chop (or throw in a snipe or gloom in there) for slightly more DPS. I have seen such builds advocated.
Personally I'm faaaar from perfect, so the many advantages of Cleave outside of pure DPA come into play. It's worth it as a ST attack which makes any extra target hit free damage. It lets me hit instantly rather than take half a second to step into melee range for the next autotabbed target. It fills up a pure Axe chain of Cleave -> Swoop -> Gash -> Chop that is loose on recharge requirements and will fit down to lvl 21 as exemplar. It also makes a perma AoE rotation out of Cleave -> Pendulum -> Axe Cyclone, if that's what I need instead. It gives me solid mitigation.
All in all I value this optionality immensely. A pure ST attack would have to be at ET levels of DPA to overshine that. YMMV, but I think anyone who hasn't done so should try the power then decide.
Cleave is also a good mule for set bonuses that come out of MAoE enhancements; you can shore up your AoE def with Dervish, Melee def with Avalanche or Obliteration, or a little melee/aoe with Multi-Strike. It's also pretty good for clipping runners that sneak out of mobs, or filling out an attack chain if you're getting pounded with Cryo Rifles or other slows.Cleave: it's what's for dinner.
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That's a bug? I always got that message if I zoned straight from an AE farm to RWZ to get the Vanguard badge, and didn't drop off the AE team "Task Force." I thought it was just somebody behind the scenes being a farthammer about farming.
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8 hours ago, Snarky said:
From “The Tick” is The Monarch. Quite a few villains in many iterations of Batman were MMs. Giving Batman plenty of goons to dance with. In fact so many villains of lower power dramas could be considered MMs. On the high end Lex Luthor and Kingpin. Both smart and powerful but preferring to work through flunkies. Why not?
It's The Terror that's a mastermind from the Tick, though I prefer the incarnation from the Patrick Warburton series.
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1 hour ago, nzer said:
I'm pretty sure it doesn't. New procs just refresh the duration.
Which is what I described.
Permahasten via Force Feedback (also Cross Punch)
in General Discussion
Posted
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.