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Outrider_01

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Everything posted by Outrider_01

  1. I understand, just want another faster acting single target melee attack. For blapping, its awkward since its just one fast attack followed by a 2 second animation hold which is ranged (forgot that), a cone with a long animation time, and an AoE. The single target melee, is just an odd man out for blapping.
  2. Looking at and rolling a /plant manip blaster, it gets Strangler early on which is a hold. Seems to be redundant, the T1 Entangle is already an immbolize and it gets another AoE Immoblize patch at T8 with Vines. Tactically, it seems by the time you get to that level that it would be smarter to lay the Vines first, then use a blast or the debuff toggle (Spore Cloud) to herd them onto it by breaking LOS, then hit with the Thorn Burst for AoE melee or the primary nuke. So why is Vines a hold? The Vines + Entangle = Mag 4 Immobilize which is adequate for bosses. I suggest Strangler at T3 be changed to a single target melee attack that has the chance to hold like some of the Ice Melee patches and changing some of the animatons. Current: T2 Melee = Lunge Animation, swap to Barb Swipe (scrapper spines animaton) T3 Melee = Strangler now uses the Lunge animation, as it looks like an injection and could "paralyze the target" Vines patch, it needs a smaller amount of damage equal to about caltrops from /device. Other then the lack of animation options like the Spines melee, the set is pretty fun. Would really like another animation "weapon" graphic like melee sets have. Probably won't happen because of Pistols, beam, Archery and Assault Rifle.
  3. Dark/Savage tank with 7 KB protection from IOs getting knocked around in level 30 TF. thought that was adequate. I had a corrupter with flight/hover running today and actually thrown backwards out of range of buffs powers instead of just flipped, out of range of heals and buff. Is KB resistance needed next to KB magnitude?
  4. The upside, is Stealth is the new old Invisiblity level of stealth. 1 power, without having to use a stealth IO.
  5. If you played street justice or savage melee, it's similar playstyle but different. Mostly it grants the mode, then consumes unlike the other 2 which you build up.
  6. Getting frustrated here, couldn't down load a mid builds from forums for over half a year, now I find it and my old builds won't open the files clicking on the the saved build, have to open everyone from after opening the program. A majority of the builds do not open, they just end up corrupted. The old version I had couldn't open the forum posted builds, now it won't open many builds straight from the forums and then it corupts them. I think it has powers at the new levels where its now available sooner but displays inncorret at the old levels. Are there any solutions?
  7. 3 attacks that are basically the same animation time. Hits hard and fast, imagine damage cap with fulcrum shift and fiery embrace going
  8. Because you can recast it? 🤔 Insta recast is no different then snipe fast cast. It just requires a "set" combo condition unlike the snipe which requires a "in" combat condition. Thats my take at least, I haven't gotten my water blaster characters fully kitted out. I get distracted too much.
  9. Are Brutes and Tankers supposed to get a fire bonus with Fiery embrace to energy melee / Total Focus ? After using a TF->ET combo under the Energy Focus combo mechanic, it looked like this [02:05] You hit Death Mage with your Total Focus for 291.94 points of Smashing damage. [02:05] You hit Death Mage with your Total Focus for 747.39 points of Energy damage. [02:05] You Stun Death Mage with your Total Focus. No fire damage [02:05] You hit Death Mage with your Energy Transfer (Focused) for 1331.3 points of Energy damage. [02:05] You Stun Death Mage with your Energy Transfer (Focused). [02:05] You hit Death Mage with your Energy Transfer (Focused) for 599.08 points of Fire damage. [02:05] You hit Scarlet Rebel with your Energy Transfer (Focused) for 149.92 points of unresistable Special damage. I assumed fire damage was applied to all attacks, but scrappers have that bonus damage to TF but not brute or tanker
  10. I use even con level 50 bosses for minor tests of capability, CoT bosses have no real resists. Anything else is dependent on outside buffs like team mates and it just gets better against higher level stuff. [02:05] You hit Death Mage with your Total Focus for 291.94 points of Smashing damage. [02:05] You hit Death Mage with your Total Focus for 747.39 points of Energy damage. [02:05] You hit Death Mage with your Energy Transfer (Focused) for 1331.3 points of Energy damage. [02:05] You hit Death Mage with your Energy Transfer (Focused) for 599.08 points of Fire damage. [02:05] You hit Scarlet Rebel with your Energy Transfer (Focused) for 149.92 points of unresistable Special damage. [02:05] You hit Death Mage with your Total Focus for 291.94 points of Smashing damage. [02:05] You hit Death Mage with your Total Focus for 747.39 points of Energy damage. [02:05] You hit Death Mage with your Energy Transfer (Focused) for 1331.3 points of Energy damage. [02:05] You hit Death Mage with your Energy Transfer (Focused) for 599.08 points of Fire damage. [02:05] You hit Scarlet Rebel with your Energy Transfer (Focused) for 149.92 points of unresistable Special damage. 2 50 CoT bosses with 2570 hps, EM/Fire brute without burn and no incarnate level shift, max damage cap with inspiration, Fiery Embrace, EF and TF only, 2 shot each inside of 12 seconds. 2970 damage for 2 shotting each one, with 150 damage applied to the brute for the hitpoint transfer. Basically 6000 damage in 10 seconds and the damage aura was off but Fiery Embrace which is 83 a tick at damage cap + Embrace. Could not squeeze burn into this build, but the concept was a PVE tank with fire armor and not be locked to a spot. Resists are decent but 4 orange can cap all but toxic/psi.
  11. I use even con level 50 bosses for minor tests of capability, CoT bosses have no real resists. Anything else is dependent on outside buffs like team mates and it just gets better against higher level stuff. [02:05] You hit Death Mage with your Total Focus for 291.94 points of Smashing damage. [02:05] You hit Death Mage with your Total Focus for 747.39 points of Energy damage. [02:05] You hit Death Mage with your Energy Transfer (Focused) for 1331.3 points of Energy damage. [02:05] You hit Death Mage with your Energy Transfer (Focused) for 599.08 points of Fire damage. [02:05] You hit Scarlet Rebel with your Energy Transfer (Focused) for 149.92 points of unresistable Special damage. [02:05] You hit Death Mage with your Total Focus for 291.94 points of Smashing damage. [02:05] You hit Death Mage with your Total Focus for 747.39 points of Energy damage. [02:05] You hit Death Mage with your Energy Transfer (Focused) for 1331.3 points of Energy damage. [02:05] You hit Death Mage with your Energy Transfer (Focused) for 599.08 points of Fire damage. [02:05] You hit Scarlet Rebel with your Energy Transfer (Focused) for 149.92 points of unresistable Special damage. 2 50 CoT bosses with 2570 hps, EM/Fire brute without burn and no incarnate level shift, max damage cap with inspiration, Fiery Embrace, EF and TF only, 2 shot each inside of 12 seconds. 2970 damage for 2 shotting each one, with 150 damage applied to the brute for the hitpoint transfer. Basically 6000 damage in 10 seconds and the damage aura was off but Fiery Embrace which is 83 a tick at damage cap + Embrace. Could not squeeze burn into this build, but the concept was a PVE tank with fire armor and not be locked to a spot. Resists are decent but 4 orange can cap all but toxic/psi.
  12. I use even con level 50 bosses for minor tests of capability, CoT bosses have no real resists. Anything else is dependent on outside buffs like team mates and it just gets better against higher level stuff. [02:05] You hit Death Mage with your Total Focus for 291.94 points of Smashing damage. [02:05] You hit Death Mage with your Total Focus for 747.39 points of Energy damage. [02:05] You hit Death Mage with your Energy Transfer (Focused) for 1331.3 points of Energy damage. [02:05] You hit Death Mage with your Energy Transfer (Focused) for 599.08 points of Fire damage. [02:05] You hit Scarlet Rebel with your Energy Transfer (Focused) for 149.92 points of unresistable Special damage. [02:05] You hit Death Mage with your Total Focus for 291.94 points of Smashing damage. [02:05] You hit Death Mage with your Total Focus for 747.39 points of Energy damage. [02:05] You hit Death Mage with your Energy Transfer (Focused) for 1331.3 points of Energy damage. [02:05] You hit Death Mage with your Energy Transfer (Focused) for 599.08 points of Fire damage. [02:05] You hit Scarlet Rebel with your Energy Transfer (Focused) for 149.92 points of unresistable Special damage. 2 50 CoT bosses with 2570 hps, EM/Fire brute without burn and no incarnate level shift, max damage cap with inspiration, Fiery Embrace, EF and TF only, 2 shot each inside of 12 seconds. 2970 damage for 2 shotting each one, with 150 damage applied to the brute for the hitpoint transfer. Basically 6000 damage in 10 seconds and the damage aura was off but Fiery Embrace which is 83 a tick at damage cap + Embrace. Could not squeeze burn into this build, but the concept was a PVE tank with fire armor and not be locked to a spot. Resists are decent but 4 orange can cap all but toxic/psi.
  13. You ever see the signs in game, for M.C. Louis Investment ? If you can't find Waldo, you won't figure this one out
  14. You know, change that proc from Energy Damage to Power Boost and I think you got a first rate product 🤔
  15. Sex. Pure Sex. 👍 Its an active farmer, you can AFK with burn but lack the damage aura of Spines melee or Rad melee isn't a huge difference in compared. Not to mention that Savage Leap is like a built in teleport.
  16. I feel like this quote could reference some of the commonly suggested things in this forum, like "too many threads" of KB->KD 🤔
  17. Dark/Psi , skipped pets and went more blap - troller. Psi has 2 attacks with status secondary effect, one is immb and the other is stun, that are affected by Domination.
  18. 1 person.....long recharge. The endurance drain is miniscule at that level its available and the KD is minion level. A small damage proc would be just as effective. Doubtful, nothing affects procs themselves, except maybe damage and that needs an outside source like -resist on the target. Not many sets get absortion, many get heals but again...1 person and even electric itself has it covered Modication, not increase pool. Not to mention, even slotting 3 Endurance mod in stamina adds a grand total of .5 endurance. Endurance reduc on the toon hit with Amp is worth more in the long run. Hell, a reduction in endurance cost and an AoE buff would be more useful. Not as useful as +ACC, recharge, and control power enhancement for single target. Seeing as how the AoE are on asinine recharge and target capped, holding a bunch of minions who dies fast isn't worth the long recharge on Amp. Again, it needs a slight buff for 1 person or reduce the recharge because it only affects 1 person while being on a timer equal to a group buff.
  19. I know you all gonna disagree, but I find Amp kind of useless with that long recharge and single target use; its kindof meh. +50.00%% strength to recharge +60.00%% strength to healing +60.00%% strength to absorption +60.00%% strength to endurance +60.00%% strength to fly speed +60.00%% strength to All Control powers Hold/Sleep/Fear ect +36.00%% strength to defense debuff +36.00%% strength to to hit There is only 3 useful abilities there, recharge / defense debuff / to hit . And even defense debuff is the low end of the spectrum, considering how easy it is to knock baddies to the hospital. And it drains endurance and KD, which is so so since it jumps target to target. It needs to add a small damage proc ability that AoE, kind of like Radiation melee. Not a huge amount of damage, but to theme it and make the utility of this single target buffer useful. Or make it an AoE small heal as it drains endurance, procs from bad guys to nearby allies.
  20. I agree, most attuning is best done on +Def and +Rech IO to hit the defense cap or get closer to perma recharge I have 2 toons with 3 slotted hasten and 1 with 4 slotted hasten to get, all +5 because the only recharge I could get it up to was was 162-172...and I still got it under the 120 recharge for hasten 🙃 Where as most boost for +def usually grants at best +1.5%, sometimes 2% to get over that 45% Then against I have made like 5 toons recently all attune just to use in the 30s, got a Necro/Dark MM who can perma summon that horde of ghosts every 32 seconds 🙂 And an energy/fire brute (no burn, tanks pretty well, and abuses Fiery Embrace to 2 shot 50 bosses) whose +5 boosted everything except for procs unless its like recharge/Proc, the +rech gets boosted. Pure procs you cannot boost. And still making more toons, sometimes petless Dominators or regen /ice scrappers who can max resist cap for 30 seconds. Been making things that rely on a gimmick, like combo builders or that fiery embrace brute who does burst damage.
  21. At 16 pick up Moisture Absorption, +Def and +End (drained from enemy). 3 slots, 2 Rech and 1 EndMod should pull 1/4 your blue bar bar per enemy.
  22. No, I'm saying it adds a damage component. Not a +DMG, it would take that single lethal attack in katana and make it split damage. Which is modified by basic damage buffs. Sting of the Waslp : 10 Lethal Dmg, total 10 dmg. Under Amp: 10 Lethal 5 Energy, total 15 dmg +400 damage buff, 40 Lethal, 20 Energy, 60 damage total. At least I think so
  23. Few quick questions, trying to figure out what Amp does to another character for the "Discharge" effect, just the damage not the +effects like Power Boost in other sets. Can anyone confirm my observation 1. Adds a damage component like fiery embrace, not a damage proc. Damage seemed to be inconsistent on a brute, which I would peg from Fury. Scrapper was consistent. For the Fiery embrace comment, if you had a dmg attack that did 3/5 Lethal/Cold it becomes 3/5/2 Lethal/Cold/Fire where all effects are boosted by +DMG to the point the attack can become 6/10/4 (an example its doubled), not like an IO proc that is consistent damage. Different attacks caused different amounts of damage, the low/high/superior/extreme from Paragon 🙄 2. It casts a jumpable pet that drains endurance, low chance to proc KB on the none targeted baddie next to it, and works like the Electric blast effect where the discharge effect is based on the amount of endurance drained but the damage is caused only to the primary target. Tests were single target, no idea how an AoE would be effective. 3. Not trackable in the logs, under Damage Inflicted and Pet Damage Inflicted. All I see is "Hit Baddied for X.X endurance drain" Trying to see if its worth going for more hasten on this corrupter to make it near perma, but it seems skippable since you can't slot anything and the bonus damage is miniscule at best. Amped should of been an AoE buff for all team mates or at least proc some effect off the target to nearby allies and +20 HP with every attack (tiny but useful).
  24. Trying a fire control build, but Hot Feet is killing the endurance cost even slotted. Suggest it be reduced from 1.04 to .75 a tick before slotting, even full slotted for endurance reduction its still over .5 a tick, comes relative early where enhancement percentage is low and will toggle off nearly every fight from the cost of other powers being cast, and it detoggles when mezzed. Can the cost at least be shoved onto Dark armor. Not like it would make it any worse 🤣
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